Goblin Layer 0.58.2 Released! [New Update]


Randomly stumbled over this? Goblin Layer is a (nsfw) parody Adventure with a large cast of characters, humor, animations and more! Not to be confused with Goblin Slayer.

0.58.2 Flat Combo Edition

This is a combo of 0.58.2 Flat Edition and 0.58.1 Embezzlement Edition, merged into a bigger public update. Just like last time :)

Normally I'd release 0.58.1 only, but there were some very important additions and fixes, including some potentially gamebreaking bugs, & changes that wanted to push out asap.

- Additionally, I am trying out a version of the game with an upgraded "engine". Basically NW.js has been upgraded to 0.94 from 0.48.4, which is a huge difference, like 3-4 years worth of updates.

- Currently this version can be downloaded on the Patreon (the post is unlocked), if it it is stable and does not break anything, I will of course make it downloadable on Itch.  In theory, performance should be boosted. In practice.... it needs testing first.

Finally, the Keep NSFW Alive bundle here on Itch has hit $9,166 (at the moment of writing). Check it out!
Due to things going so well, a bunch of devs have contributed some bonus renders and stuff there! (Me as well)

Actually, one more thing before we get to the changelog, there's been a lot of spam in the comments recently. Not just on my game page.
Do not click any links in the comments! There's even spam comments that warn about spam comments lol, they're getting advanced.

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๐Ÿซ“Scenes/Art/Story๐Ÿซ“
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NEW SCENE: A certain Succubus shows off her morning routine... Plays after Watertown. Features a combination of animations & still renders!

The scene is part of the main story, and sets up a plot point that will become important in the end-game!

From a technical standpoint, it is probably the most complex scene I've done so far. In terms of the 3D effects, and in terms of getting Rpgmaker to play it properly...  I did learn a lot in the progress of making it, which will come in handy in the future.

Added a new animation loop to the main menu
Added the fist batch of "Physical encouragement" renders (multiple) for Anvil

Upgraded Anvil's introduction scene renders to new artstyle
Added a New short animation to Anvil' intro scene

Improved a batch of renders for Priestess (Physical Encouragement)

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๐Ÿซ“Gameplay & Gameplay accessories ๐Ÿซ“
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Chapter Select for chapter 6 should be functional now!

Also, streamlined the gear you get when choosing chapter select. Previously it was literally 1:1, so basically every crate, chest, urn, whatever with a random loot event that you'd find on the map, would also be simulated in Chapter select.

Which is why the higher Chapter you picked, the longer it would take to set-up. And you might end up with a bunch of junk that you had to sell. 

I've switched to less loot and more gold instead, so people can just buy what they want. It runs faster and won't clutter the inventory as much. Though you still get some loot items as well.

Also II, made some additional  general improvements to Chapter Select, should flow a bit smoother now

Updated the hall of fame

Updated the cheat room

Added in a new battle-background for the Football field

Added new party dialouge and bonus reward If you wipe out the horde (Northern fortress courtyard) instead of running away (as the dev intended). Though it's still easier to just run.

Grinder randomizes the fights, and now features better fight randomization

General map improvements
- visual touch ups
- passabilitu(collision)
- optimization

Enemy balance tweaks for some encounters

And just multiple tweaks to events in general...

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๐Ÿซ“Bugfixes & Polish๐Ÿซ“
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Fixed collision issues in the North that let you sail on land, not sure wtf happened there. But resolved it.
Fixed a bug with the Succubus-enters portal cutscene, in the north
Fixed some other passability/collision issues
Fixed the on-screen buttons(quest log etc) getting hidden and now coming back.
The tavern in Norfwich is now blocked until all the goblins have cleared (it minimizes the risk of some progress variable bugging out)
Previously, if you tried to fight the goblin horde (Northern fortress) (instead of running away like the Dev intended), the fight would start, but the fight UI would not show up.
I fixed various things that were off with that encounter, so hopefully its fixed. Haven't been able to replicate the issue.
Fixed some clipping (visual) with the ladder in the north
Inside the treasury (north), it was possible to miss the trigger for the scene in some cases, so I put in some safeguard for that.
Fixed Chapter Select not handing out XP in some cases
Fixed some typos
Fixed a party-disappearing bug in Grinder
Fixed a bug where all  lockpicks got magically deleted when one broke.
Fixed a some other jank in the lockpicking minigame

Removed the 'Supertools' plugin. It was a really convenient plugin  for editing the UI (you could drag n' drop instead of punching in coordinates...)
I removed because it may cause issues on Android, and other potential compatibility issues. And I'm trying to optimize things for a future port.

- Some menus might look slightly different as a side-effect, I'll polish them up alter.

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๐Ÿซ“Other stuff / Behind the scenes๐Ÿซ“
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Anvils's model have been properly fixed up in the new style and gotten ready for animation. Hair, clothes, shaders... topology ... etc etc...

Been practicing geonodes in Blender. Basically you can create models & effects with nodes & math instead of actually modelling them. Kinda like visual programming?

Anyway, its useful when building scenes. For example, instead of placing five thousand buildings/clouds/leaves/strands of grass by hand, I can just spawn them on something and randomize their rotations, scale etc. You can even spawn stuff on the stuff you spawn, like billboards on a building. Or if I want to place down a road, I can actually just draw a curve(line), then that line gets turned into a mesh, then that mesh gets flattened and extended, then it receives asphalt textures, and now you got a road! Then you make some car models, and spawn them on the road curve, and then you make them move along the curve, and then you make them respawn at the start when they reach the end, and then you randomly offset their position, and now you got looping traffic on the procedural road. Or uh, you can add a mysterious sticky fluid to the curve and then launch it, and make it stick to a target.....

I got a couple set ups now that can spawn in trees/grass/clouds/buildings/traffic/walking crowds etc etc, so it will save time when creating the scenes for the... scenes.

Also had to spend some time optimizing assets and textures, like lowering the resolution for background stuff, and simplifying some materials. My laptop almost melted trying to render a scene recently, so I decided to read up a bit on optimization. I think its probably time to save up for a new machine.

Also 2,  got some progress in on a little side-project which I currently call "Goblinpunk 2069", we'll have to see if I keep that name or not.

Also 3,  studied NPR techniques a bit more, aka non-photorealistic rendering, aka toon/anime style.

Also 4, 0.58.5 is out on the Patreon, Chapter 8 has officially started!

Also 5, here's the cover for 0.58.1 since it got merged into this update

Files

Goblin Layer 0.58.2 Windows 2.6 GB
1 day ago

Get Goblin Layer (NSFW)

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