Tag Archives: Open Source

So what’s Goblin Camp supposed t’ be? Shiver me timbers!

There be a lot o’ speculation about what me aims be exactly with Goblin Camp, so I’ll try ‘n explain things ‘ere. Avast, ye scurvy dog!

I’ve played roguelikes for a long time, ‘n as a kid I used t’ draw cities usin’ ASCII back when PC’s still used DOS. In addition t’ roguelikes, I’ve always been a fan o’ ye Civilization series, Dungeon Keeper ‘n more recently Anno 1404. When Dwarf Fortress came along I were really excited, it seemed t’ combine ye genres that I’ve always liked. Yarr! Which I were content with DF for a long time, but then I got t’ thinkin’ o’ all ye things I’d like t’ see done with ye genre (genre bein’ roguelike citybuilder, I suppose. Who cares what it be called). So I ‘ad 3 choices:

Send Toady me suggestions ‘n hope ‘e does things ye way I’d like

Hope someone else makes a game just ye way I’d like

Do it meself

Avast! I be a bit impatient, so ye obvious choice were t’ do it meself, so ‘ere I be.

Arrr! I want t’ stress that I be not settin’ out t’ make a Dwarf Fortress clone, it wouldn’t make much sense really. Arrr! I be makin’ a game that be inspired by Dwarf Fortress, ‘n there will be certain similarities. Avast, ye scurvy dog! Usin’ similar indicators for things like stockpiles ‘n creatures ‘n such that be used in DF, Nethack ‘n so forth be a conscious design choice t’ make gettin’ into ye game easy for people already familiar with DF, or roguelikes in general. Yar!

Goblin Camp be goin’ t’ be more about ye broader decisions, ‘n less about micromanagement. Ye’ll steer yer economy by setting minimum production values, ‘n organizin’ yer workshops ‘n stockpiles t’ ensure efficient haulin’. What ye won’t care about be who ye individual workers be, or who’s assigned t’ what workshop. Orcs will gain skill in their chosen profession, but assignin’ jobs t’ ye best workers be left t’ ye game. Ye ye player will want t’ organize yer defences ‘n military in such a way as t’ keep yer workin’ class alive, because ye longer they work ye better they get. Constant bloodbaths at yer workshops will mean that ye’ll always ‘ave unskilled labor. Avast, ye scurvy dog!

This leads t’ an important point, orcs ‘n goblins (especially goblins) be expendable. An ordinary orcs life be short ‘n brutal, only a select few will survive long enough t’ become notable individuals.

Ahoy! I’ll expand on all that later, I don’t want this post t’ stretch too long. As a partin’ point I want t’ brin’ up another big factor in ye development o’ Goblin Camp: Feedback. Which I want t’ hear all yer suggestions, ideas ‘n critique. I be not makin’ Goblin Camp just for meself, but for everyone else as well, ‘n as such everyone’s comments be important. Also, Goblin Camp will be open sourced after ye 0. 1 release, ‘n contributions t’ ye code be encouraged.

Version 0.1 – Release

0.1 is out!

It has a working stock manager, basic combat, basic farming and such. Download it and test it out, and come over to the forums and voice your opinions!

If you don’t have the Visual C++ 2010 Runtime installed already grab it from here: VC++ 2010 Runtime It’s a fairly small download (4.8mb) and it doesn’t require a restart to install or anything. Without it Goblin Camp will complain about msvcr100.dll and msvcp100.dll.

A linux version will be up at some point in the future too.
Goblin Camp can be built in linux: forum thread, it does take a bit of work though. No binary releases yet.

Download link: GoblinCamp01.zip

The source code is available over on bitbucket.

So what’s Goblin Camp supposed to be?

There’s a lot of speculation about what my aims are exactly with Goblin Camp, so I’ll try and explain things here.

I’ve played roguelikes for a long time, and as a kid I used to draw cities using ASCII back when PC’s still used DOS. In addition to roguelikes, I’ve always been a fan of the Civilization series, Dungeon Keeper and more recently Anno 1404. When Dwarf Fortress came along I was really excited, it seemed to combine the genres that I’ve always liked. I was content with DF for a long time, but then I got to thinking of all the things I’d like to see done with the genre (genre being roguelike citybuilder, I suppose. Who cares what its called). So I had 3 choices:

  • Send Toady my suggestions and hope he does things the way I’d like
  • Hope someone else makes a game just the way I’d like
  • Do it myself

I’m a bit impatient, so the obvious choice was to do it myself, so here I am.

I want to stress that I’m not setting out to make a Dwarf Fortress clone, it wouldn’t make much sense really. I’m making a game that is inspired by Dwarf Fortress, and there will be certain similarities. Using similar indicators for things like stockpiles and creatures and such that are used in DF, Nethack and so forth is a conscious design choice to make getting into the game easy for people already familiar with DF, or roguelikes in general.

Goblin Camp is going to be more about the broader decisions, and less about micromanagement. You’ll steer your economy by setting minimum production values, and organizing your workshops and stockpiles to ensure efficient hauling. What you won’t care about are who the individual workers are, or who’s assigned to what workshop. Orcs will gain skill in their chosen profession, but assigning jobs to the best workers is left to the game. You the player will want to organize your defences and military in such a way as to keep your working class alive, because the longer they work the better they get. Constant bloodbaths at your workshops will mean that you’ll always have unskilled labor.

This leads to an important point, orcs and goblins (especially goblins) are expendable. An ordinary orcs life is short and brutal, only a select few will survive long enough to become notable individuals.

I’ll expand on all that later, I don’t want this post to stretch too long. As a parting point I want to bring up another big factor in the development of Goblin Camp: Feedback. I want to hear all your suggestions, ideas and critique. I’m not making Goblin Camp just for myself, but for everyone else as well, and as such everyone’s comments are important. Also, Goblin Camp will be open sourced after the 0.1 release, and contributions to the code are encouraged.