Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hello my Lord Goblin,

I really like the custom bridges. This allows many things, but, as the snivelling little nerd Gobbo I am, I also have a wishlist for further optimization:

- A stuck transport should not block the other direction on the Bridge. This forces us to build everything in circles for non-blocking transfer and the Cell sizes sometimes do not allow that.

- Pushing Goblins from a Growth Cell into the Central Hall did nor work for me. They always get stuck. I also would like buildable exits for Goblins to automate the movement out of the Growth Cell in other parts of the Cave.

- The connecting of Cells is sometimes a bit fiddely. The connection will somtimes not appear, even if it should be there. When I move the image of Cell I am building slightly onto the traget-cell and back the connection often appears.

- I would like AND/OR Switches for the conditions in the Bridge configuration. Example: Pregnant OR Health <= 25 OR Dirtyness >= 50% for the extraction from Breeding Cells or Gang Bang Cells.

- Pregnant/Not Pregnant (and similar switches) can not be deactivated/ignored, once they are selected once.

- I would love a dynamically sized corridor Cell. Probably very difficult to implement.

Keep up the good work. The game is quite fun.

Hello, fellow goblin :)

I'm confident the bugs, Goblins -> Centre hall and Pregnant like buttons are fixed in the upcoming update, which I will upload in about one week.

And, I like your AND/OR suggestion, so if everything will go smoothly, I will add it in the update too :)

Also, I have spent some time on the connection buttons to work a bit better, but it's still not perfect unfortunately.

Regarding your corridor and two way bridge suggestion, I am afraid that both of these would be quite difficult features to add with the way I made my code. These two might actually be something that I will have to add in the sequel, if I make one.

Regading bidirectional Bridges:

I assume you have a buffer varable in the bridge containing the transported entity. To make it bidirectional you could either use 2 buffers, one for each direction or you could use none at all and directly link the "take from source cell" and the "deposit in other cell" logic. Then the move would be instant and the bridge can't be blocked at all. For that you could also just check if there is an entity to transport in one of the cells and room for the entity in the other call and just move it if both is true.

Another feature I would like is the ability to pause a bridge without removing it.