uglywolf

Member
Nov 3, 2018
153
76
To be honest I forgot to mention in my post that those mods/extra additions would happen after the game is finished first. Sorry if it came out like I don't appreciate the devs or modders.
We could relax, then. Sorry I might also sounded offensive there.

Not many of us had the capability to wait, some might already complained around this time. Trying to reason with those also took time, and the pressure spreads like a bacteria.

They're making better progress than a couple of projects I follow only to see them abandoned.
Not to mention the healthy fanbase they've built up so far.
Those are few things we all actually appreciates the circle for.
Sometimes though, I overestimates what I want from them; personally can't help but feels guilty when I hoped too much.
Thus why when the dev mention they will "make it mod-able", I really felt assured, since if we didn't get the mobs "officially", we at least could add them "legally".

In a way, they've done enough for the players, might've been "working too hard" for some few...
 

uglywolf

Member
Nov 3, 2018
153
76
gobbos breastfeeding my babies raised a lot more than my interest in this game
I really wished this game would be aligned to my interests more than GobBurrow series.

Personally, that is a nice breeding-sim game.
The gobs (aside looking cool and cute) had nice looking also.
But man... I just can't get along with its (basically limited) breeding system... Ain't going to say more than that.
 

FluffyRaKu

Newbie
Jan 2, 2023
18
19
Does anyone know how to change the scripting in the game? There used to be a few scripts that were user accessible in the scripts folder, but now that's just a placeholder for potential mods and the scripts have move elsewhere. I'd quite like to have a poke through and see what the sort of limits there are for tweaks.
 

uglywolf

Member
Nov 3, 2018
153
76
I'd quite like to have a poke through and see what the sort of limits there are for tweaks.
Pretty much what I've been asking quite few times including this post. Seems like nobody has an idea how to work on it yet, even though its folder currently accessible.

Btw, I do seen people asking about RED goblin(Do they move x3 times faster tho?).
So here I am wondering if anyone has an idea how to "Color" our Gobs, considering their assets doesn't actually colored green, so I assume there might be some codes during spawning which may color them, ofc the hair of those females as well.
...Or could it be those stuff is actually within Spine's scripting?
 
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FluffyRaKu

Newbie
Jan 2, 2023
18
19
Pretty much what I've been asking quite few times including this post. Seems like nobody has an idea how to work on it yet, even though its folder currently accessible.

Btw, I do seen people asking about RED goblin(Do they move x3 times faster tho?).
So here I am wondering if anyone has an idea how to "Color" our Gobs, considering their assets doesn't actually colored green, so I assume there might be some codes during spawning which may color them, ofc the hair of those females as well.
...Or could it be those stuff is actually within Spine's scripting?
Well, AutoBio managed to figure out enough to make the sacrifice mod to increase door health, but I don't know how much of that was modding in the Dev's intended sense vs outright reverse engineering of game code. They did it by altering some of the core .dlls of the game files (which aren't readable via normal text editor), rather than adding to the assets part.
 

flannan

Well-Known Member
Dec 15, 2022
1,737
1,566
Btw, I do seen people asking about RED goblin(Do they move x3 times faster tho?).
So here I am wondering if anyone has an idea how to "Color" our Gobs, considering their assets doesn't actually colored green, so I assume there might be some codes during spawning which may color them, ofc the hair of those females as well.
...Or could it be those stuff is actually within Spine's scripting?
Having played this game since version 0.1, goblins can indeed take on any color. In one of the early versions, goblin color was the average of colors of his parents.
But in later version they restricted goblins to being green or red. I guess for aesthetics reasons.
 

hevensdragon

Member
Jul 8, 2018
283
217
Anyone else hate hoe zoomed in you are? I can barely get four rooms side by side on screen at a time no matter the resolution. I the max zoom out is just so restrictive.
 
Aug 8, 2020
78
61
But in later version they restricted goblins to being green or red. I guess for aesthetics reasons.
Could be thought of as a bug. Probably not a high priority to fix.
If they already had the feature for making the child have the average of their parents color, it seems like a downgrade imho.

Since I assume that feature is to also eventually (or not?) add the cosmetic potion like in MBM.

Unless... they're using colors to help the players differentiate between units quicker :unsure:
 
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FluffyRaKu

Newbie
Jan 2, 2023
18
19
Unless... they're using colors to help the players differentiate between units quicker :unsure:
But it's arguably more useful if we could breed creatures to have particular colours so that we can see the difference between creatures bred for different stats.

They could even make the colours depend on the stat boosts or penalties they the creature has. Default goblins could be just green, while increasing damage could increase the red colour channel which would push them towards orange and eventually red. If these colours were kept consistent across different species, we could even tell roughly what purpose we have bred each of them for without having to memorise a whole set of different colour combinations.
 
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Aug 8, 2020
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They could even make the colours depend on the stat boosts or penalties they the creature has.
This is probably not the case since the color variable seem to be it's own thing, cosmetically.

If these colours were kept consistent across different species, we could even tell roughly what purpose we have bred each of them for without having to memorise a whole set of different colour combinations.
Technically speaking assuming they will change back the color rule. You could just get the color of the monster you want THEN add the stats to that colored goblin. A long tedious process, but it's the equivalent of making a sorting system.

I assume they limit the colors of the monsters so that they can do something like shiny pokemon. Which I hope isn't the case since we have rare enemies instead.

Another thought I had was them making each species having a unique color, but then I remember if the character's silhouette is identifiable enough (Which it is already) then it wouldn't be needed.
 
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AutoBio

Newbie
Jan 16, 2018
17
54
Here are some bits and pieces about color in this game:
= Each character has Color Dictionary, keys are numbers (0 - skin color, 1 - eye color, 2 - hair color, etc),
values - colors in RGB HEX (goblin skin color - #7CB156).
= Everything is stored in Assembly-CSharp.dll under CharacterScripts namespace in classes (Goblin, Player1, Shortstack, Sister, Woman).
= Colors for women hair in 0.1 were assigned using
Code:
colorString = "#" + ColorUtility.ToHtmlStringRGB(Color.HSVToRGB(Random.Range(0f, 1f), 0.5f, 0.7f));
= Pre-0.3 offspring colors were a combination of mother hair color and father skin color (mean of R, G, B components).
More inbreeding - closer to mother hair color.
= Red goblins in (0.3.0.1) had a simple 10% chance of mutation as offspring of green goblin.
= Current version (0.3.1.4) has ONLY GREEN goblins.

If we add pre-0.3 color mixing and a redhead (using red goblin skin color) - we'll get
blondeandred.png

The idea of using color to differentiate traits sounds great though.
It is simple enough, much simpler than drawing and adding some "tribal tattoos" to spine model.
======================

I am directly editing .dll's using dnSpy, but should probably learn how to use BepInEx.
If I ever do something more than "sacrifice mod" - shouldn't just make everything into one "mod", but mix and match different features.
And I don't know if "script" folder in "SharedAssets" is the intended way for modding.
I think (please, anyone who uses Unity, correct me) that SharedAssets are just "not packed" assets because game is still in development.
You still probably need to add a reference to "your script" in code (using dnSpy or BepinEx).
 
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Silentj-Ghost

Newbie
Aug 30, 2020
15
4
Pretty much what I've been asking quite few times including this post. Seems like nobody has an idea how to work on it yet, even though its folder currently accessible.

Btw, I do seen people asking about RED goblin(Do they move x3 times faster tho?).
So here I am wondering if anyone has an idea how to "Color" our Gobs, considering their assets doesn't actually colored green, so I assume there might be some codes during spawning which may color them, ofc the hair of those females as well.
...Or could it be those stuff is actually within Spine's scripting?
Red goblins don't appear till around wave 20 - 28 which is where they will start spawning from breeding. On that i would assume they used skeletons as i found some goblins skeleton files with the goblins in them including the red ones.
 

FluffyRaKu

Newbie
Jan 2, 2023
18
19
This is probably not the case since the color variable seem to be it's own thing, cosmetically.


Technically speaking assuming they will change back the color rule. You could just get the color of the monster you want THEN add the stats to that colored goblin. A long tedious process, but it's the equivalent of making a sorting system.

I assume they limit the colors of the monsters so that they can do something like shiny pokemon. Which I hope isn't the case since we have rare enemies instead.

Another thought I had was them making each species having a unique color, but then I remember if the character's silhouette is identifiable enough (Which it is already) then it wouldn't be needed.
The problem with simply having each species be a particular colour is that individual members of a species can be bred for different purposes. We aren't likely to just have goblins being glass cannons while orcs do melee tanking, but instead both goblins and orcs taking on a variety of roles. At the moment we can easily have a divergent genome between DPS and hp, but there's also potentially a need for rapid breeders for sale or sacrifice depending on what mechanics they add in the future. There's also potential design space to have genes for certain racial abilities (such as regeneration or racial magic) or for the application of status effects. In the end, the design space they are working with is something more akin to an arpg, rather than a simple management game.

Overall though, it would indeed be simplest if they just made it another set of variables for us to breed with. Specialist monsters are likely to end up being distinctively coloured in such a system due to the rampant inbreeding anyway.
 
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Oct 2, 2022
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Well, AutoBio managed to figure out enough to make the sacrifice mod to increase door health, but I don't know how much of that was modding in the Dev's intended sense vs outright reverse engineering of game code. They did it by altering some of the core .dlls of the game files (which aren't readable via normal text editor), rather than adding to the assets part.
Pretty sure they mentioned that most of the assets for that mod were already built into the game. It could very well be an intended mechanic for the game in the future, but time will tell.
 
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AlexTorch

Engaged Member
Jun 22, 2017
2,486
3,895
My theory is that the future gameplay will combine the invasion mechanics of the early versions and the defense mechanics we have now. Once the game play is under control, story content will be added.
For me, unless is like this "always sending enemies" defense tower i have no problem (not gonna lie that i'm not a fan of this demo but is probably to us understand how the defense mechanics will work), i understand if we have some retaliation when we plunder a city, kidnap a princess, kill a rival army, but if the final game have this mechanic of always sending wave after wave of enemies, to me is really bad.
 

uglywolf

Member
Nov 3, 2018
153
76
In one of the early versions, goblin color was the average of colors of his parents.
Red goblins don't appear till around wave 20 - 28 which is where they will start spawning from breeding.
I won't discuss about RED Boglins any further, its not like they move 3 times faster anyway... But yeah, its not a big deal currently, but I personally hope we could get back to MBM-like colorful unit soon, can't wait to have my Sentai Squadron, you see.

They did it by altering some of the core .dlls of the game files (which aren't readable via normal text editor), rather than adding to the assets part.
[Usual Edit]ing of existing assets isn't what I or some of us trying to figure out here...
We're discussing about the [Script] folder, the one with "readme.txt" which content says "You can use your own custom scripts.".
 
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