It’s been a long past couple of days and a lot has happened. Unfortunately, we haven’t made much progress on DotO because of it.
For our first major setback, I was totally left hanging by my accountant. We were supposed to have a meeting and he never showed up, no answer, no reply in the message center of the accounting app. Just nothing. This left me scrambling to make sure our taxes are going to be done properly. For businesses, a lot of stuff is due on January 31st.
Long story short, 1-800Accountants is a huge rip off and H&R Block to the rescue!
Our other big, bad news is that Kel has decided to move on to bigger and better things. It was a bit of a surprise to us, but we wish him the best in everything he does!
This has obviously left us without a programmer for our game, so I sent out an email or two to some people and I think we should be getting things up and going again soon.
I’ll definitely fill everyone in when we know for sure. Hopefully we can start posting cool game updates again soon!
This week our resident Animancer, Nyka, takes over the DotO Update Blog duties with her new animations for the Blub! Enjoy!
Good afternoon dungeon dwellers & Happy New Year! We’ve had a lot going on behind the scenes and today I’m excited to show you a peak at the animations for our new Blub mob! The Blub is a large block of slime which encases the body of a woeful adventurer who was less fortunate in their journey. As such! The animation ends up having two main components to consider, being the Blub’s slime body and the leftover skeletal body within! The idle is simple enough, the Blub stands ready with the corpse floating within.
Then there it’s walking animation, a brisk scoot that jiggles it’s body, causing the skeleton to rattle around within.
Don’t let the Blub’s soft exterior fool you, it attacks with a MEAN bodyslam courtesy of it’s accosted skeleton-buddy!
When the Blub gets hurt, it tries to throw the bones forward as a sort of “bodyshield” to lessen the impact, this of course causes it to bounce away on impact!
The Blub has a special move known as Shelter, here we see the Blub make a more concerted effort to defend itself! A success!
& when the Blub dies, an attempt is made to throw it’s inner bone-friend forward, but of course it collapses, our skeleton is free! (Poor Blub, though ;< )
The Blub was a lot of fun to animate and an interesting design challenge, considering it’s simple silhouette gave me a lot room to explore & think about how such a thing would move! I’m really looking forward to you all meeting the Blub in-game!
Until next time Dungeon Dwellers o/ Nyka, Animancer, Giver of Movement
Well, the holidays are over and we’re all getting back to work here at Knob Cat Games. It’s definitely nice to have a break and take things easy for a bit, but I’m definitely excited to get back into developing this game.
Ben is starting work on designing our next dungeon mob. It’s going to be the DPS mob and I’m not sure what we’re going to call it yet. I’m waiting to see how the design turns out.
Nyka is back to animating, taking on the new tank mob, Blub. Blub is a bit of a bigger sibling to the Glub. Still slimy, but way tougher. I’m excited to finally have a dungeon mob that posses a bit of a challenge!
Blubs will come in varying rarity from trash and uncommon, to elite rare! They also have multiple attacks to use including a mana spender. So no more bonks, this one will mean business.
As for me, January means tax season so I’m going to be busy getting all of that stuff in order. That’s definitely my least favorite part of running a business, just because of all the paperwork I have to do.
I can’t wait to get past that and focus on game design again. I still have some loose ends to get tied up.
Hope you have a great week and I’ll talk to you again next Saturday!
I hope you’re all having a great first day of the new year.
Looking back, Knob Cat Games has accomplished a lot in 2021. We started our company in June and have been steadily moving forward ever since. We went from a spark of an idea to a playable prototype.
We’ve got a full on character creator, 10 dungeon levels, an intricate loot system, a totally custom turn meter, and a sortable inventory.
It’s been tough building a company. I really learned a lot last year. A lot about game design, but also about the legal and accounting side of things. It certainly hasn’t been easy, but it really has been fun.
Looking forward at the new year we have so many things spread out before us. Every month DotO becomes more and more complete. I hope my vision of this game comes together to be something that many people can really enjoy playing.
Maybe I say this a lot, but I really want to play this game. It’s been an incredibly inspiring seeing my ideal game form together into something cohesive.
I hope you continue on the journey with us. I can’t wait to see what new secrets the Obelisk holds!