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Devlog
[W15] Win or Lose, you'll still be a goose
July 10, 2023
by
Ulvehage
Rejoice in Glory In our last devlog, we showed you that the game kept track of the number of mobs that had been slain by our mighty heroes. However, even when all the creatures were dead, nothing happ...
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[W13] Embellished Maps & Mortal Mobs
June 19, 2023
by
Ulvehage
Map.prettify() Procedural maps are certainly cool, but that doesn't make them automatically pretty! Until now, our so-called forest has been nothing but a plain patch of grass stretching in all direct...
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[W10] Aggressive Little Devils
May 29, 2023
by
Ulvehage
They bite! In our last devlog , we told you that we were able to implement enemies that start following you around when you invade their personal space. However this was only implemented in an offline...
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[W8] Intelligent Foes (sort of)
May 15, 2023
by
Ulvehage
Some AI A game with static punching bags as enemies would most certainly be MEGA boring! So we've been playing around with the 2D Navigation capabilities in Godot to implement enemies with some sort o...
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[W6] Procedural Maps are Here!
April 24, 2023
by
Ulvehage
Now™ > Soon™ In our previous devlog we said that we expected to include procedural maps generated with Wave Function Collapse (aka. WFC) in the game soon™ . Well, you can scratch that because pr...
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[W5] Procedural Maps and Replicated Attack & Health
April 17, 2023
by
Ulvehage
Procedural Maps with Wave Function Collapse! Our game wouldn't really be a rogue-like without procedural maps, would it? That's why we've been experimenting with something called «wave function colla...
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Welcome!
March 31, 2023
by
Ulvehage
#welcome, #let's start
Hello everyone! We are Blue Penguin Games, and we'll be developing «Boss Hunters», our ambitious game project for the «Multiplayer Video Game Workshop» course. We are very glad to have you around!...
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