Continuing our developer interview, we chatted with Swanky, the lead game engineer on Goblin Stone and the very first team member who established the groundwork for the game. Let’s hear his thoughts about the development of Goblin Stone!
Would you be able to give us an overview of your involvement and process in developing the game’s prototype?
I am one of the earliest members of the Goblin Stone project, which started in 2017 late. I still remember the first time Vince showed me the GDD document for Goblin Stone. It immediately attracted me, and I decided to get involved. We started developing the game prototype, with the aim of creating a scene in which goblins (3D characters) could walk through old woods (2D scenes). We purchased some art assets from the Unity Asset Store and completed our first prototype within a week.
What is the most challenging part in developing this game? What about the most fun part of it?
Our game incorporates the rogue-like attribute, which necessitates procedurally generated levels and permanent death. Generating a scene that includes structured rooms, abundant art elements, and interactive events is a significant challenge, particularly since our game features both 2D and 3D elements in Perspective and Orthographic modes. To address this challenge, we developed our own node oriented Dungeon Generator in Unity. This generator enables us to create various kinds of levels quickly. The most enjoyable aspect is controlling the generation process, which demands a balance of randomness and determinism. We have been iterating on it, and we believe that it will eventually evolve into a game designer. We plan to incorporate it into our future games.
Is there anything you wanted to put in the game that didn’t make it in the end?
It seems like the game has been fully developed with all the features already included. However, there is a possibility that a mini Easter feature might have been added somewhere. Why not give it a try and see if you can find it? Good luck!
Can you tell us one or two really cool things about Goblin Stone that you are proud of?
Throughout the course of the project, we have maintained a small but compact development team. Despite our small size, we have managed to maintain agility and efficiency throughout the development process, allowing us to achieve our goals in a timely and effective manner. From the initial concept to the final product, every member of our team has played a crucial role in the success of our project, and I am honored to have worked alongside such a talented group of individuals.
What were your thoughts when you first read about Goblin Stone’s game design or when you started working on it?
I really love the game design. “Goblins are small ugly creatures that make trouble. Many consider them little more than a nuisance.” Isn't it amazing how even an ordinary goblin can become a superhero? But how? The game design provides the answer: a breeding system that is based on genes, a constructible lair, colorful biomes and game scenes, unique ATB combat, and more. It may seem a bit complex, but it is truly interesting, isn't it?
What is the most challenging part of optimizing the game to provide a better player experience?
Our biggest challenge has been to reduce game loading time and memory usage while maintaining a balance between game performance and visual effects. This was a difficult task. Additionally, our project has been in development for a long time, which means we must find a way to solve compatibility issues with changes made to the underlying technology and existing business logic.
Despite these challenges, we succeeded in reducing the loading time from approximately 20~30 seconds to about 5~9 seconds, and the memory usage from roughly 6GB to about 2GB. In the previous demo version, many players complained about the loading time. But with the new version, we believe we will amaze them.
When did you start developing video games and what inspired you to be a game developer?
I began developing my first commercial video game in 2009. It was available on the App Store and has received millions of downloads. Prior to that, I worked as a developer starting in 2003.
During my childhood, I played many video games. At about the age of fifteen, I used a computer simulator to code my first game, which was similar to Super Mario. Since then, I have been coding apps and games. I enjoy developing games because it allows me to bring my imagination to life. It's really cool to think that millions of players can be involved in it, isn't it?
How do you feel now that the game is almost ready for release after more than 5 years of development?
It's important to keep in mind that five years is neither an excessively long nor short period of time. I'm delighted to say that the game has finally come to fruition and I'm truly grateful for that. I hope Goblin Stone achieves great sales and that players will really love it.
Can you share a few words to our community and to anyone who aspires to make their own game?
Starting a project is super exciting, but it's important to remember that iterations are a natural part of the development process. Sometimes you may need to prioritize time, cost, or quality in a particular direction. Don't worry, there's no right or wrong decision here - perseverance is the key to success!
What can the community look forward to in terms of things you're working on at the moment?
We are working hard to improve the performance of our game and make it available on more platforms, more languages, with support for different resolution monitors and even ultra-wide screens. Our goal is to make Goblin Stone accessible to as many players as possible, so that everyone can enjoy it!