NOTE: All of our extra content has been uploaded to dropbox.com and shared under "Additional info" in a .txt file for Judges to see :-)

Inspiration

Lords of Goblin Town is based on the Twitter Lore of 'Goblin Town', a meme born from the crypto bear market.

Using Goblins as our inspiration and the current bear market that our team has all taken a ride in, we decided to create a voxel Goblin as a test for the Uniq Hackathon and L.O.G.T. was born.

What it does

Lords Of Goblin Town is a Voxel-style blockchain game.

For the initial launch, Ultra users will buy L.O.G.T PFPs from the Uniq Marketplace, and they will later be airdropped the goblin and cave assets for use with access to the L.O.G.T-Verse.

At launch, users can buy a Goblin, Cave and Furniture assets directly from the Market place.

Once users have a Goblin and Cave in their wallet, they can enter their cave within the game environment. In their cave, they can customise their space with Uniq L.O.G.T furniture assets and frame other Uniq projects on their wall. Players will be able to host P2P sessions and invite other players into their space to interact, socialise and play minigames.

Users will also be able to host L.O.G.T game sessions P2P from our game library. Games will include (Gunfights, Racing.. etc) Users will be able to buy, sell, and trade their LO.G.T Uniq assets (Cave, Goblin, Clothing, Accessories, Items and Furniture).

Every asset you see in L.O.G.T. are UNIQs. Everything has a price, and It's up to the players to decide what the assets are truly worth within the in-game economy. Buy, Sell, and Trade to breathe life into your virtual home and personality to your avatar with accessories.

How we built it

Design Lords of Goblin Town characters and assets were all created within VoxelMax and Magicavoxel. The Caves are the player's space and were built in Blender.

The Voxel art was then imported into Blender for camera/lighting/and posing for P.F.P. creation. P.F.P.s were then colour-graded with Adobe Lightroom, and touched up in Adobe Photoshop.

The voxel characters were rigged in Blender and imported into Unity to develop the proof of concept gameplay.

Game Dev:

Build Notes

Build PC Specification - OS: Windows 11 CPU: AMD Ryzen 5 3600 6-Core GPU: NVIDIA GeForce RTX 3060 RAM: 32Gb

Unity Specification - Unity version: 2021.3.1f1 Render Pipeline: Universal Render Pipeline

Systems Implemented from design documentation:

Character Controller: Based on gameplay testing, the gameplay has shifted to 3rd Person. Updated documentation and game design will be outlined in the new specification documentation.

Camera: The 3rd Person camera system was later developed due to the shift in gameplay style. The camera scripts are mid-development and can be quite buggy in the current build.

Post-Processing: Post-processing effects are currently in the testing phase and are included in the build. Additional adjustments and colour corrections need to be completed before the next build.

Not Implemented in build / Still in development: Inventory System Cave Grid System Audio Manager Pause Menu GUI (functionality) Saving/Loading

All assets are created by the L.O.G.T team of BearMarket Games.

The cave is packed with assets for the Goblins to interact with, all designed and developed in-house. Every asset you see will be available for re-sale on the Uniq marketplace.

Players can display other projects Uniqs in their cave through art frames. (Current build featuring Galaxy Droidz, permission was granted.)

Sound Design

All tracks have been composed in Ableton using N64 VSTs.

Eight demo tracks have been written to get a feel for what we would use in the future, none of which are yet to be completed.

Challenges we ran into

The most significant challenge was developing the amount of content within the given time frame to visualise our proof of concept.

Such as:

  • Four people working full time having regular meetups
  • Developing a Proof of Concept with gameplay
  • P.F.P. Voxel Art Creation/Testing
  • Blender Lighting/Placement and configuration for Exporting Final Edits
  • Colour grading
  • Using Multiple dev/design applications that needed individual configurations to work with each other
  • Finalising P.F.P. to a release-ready standards
  • Website creation and iteration
  • Research for best practices
  • keeping social engagement and content posting as high as possible on Twitter

Accomplishments that we're proud of

We are proud to create a game environment that acts as a social space for the Ultra community.

Creating the amount of content that we did within a small time frame.

What we learned

Teamwork makes the dream work, baby.

Time management and keeping within the scope of the competition when ideas are flowing.

What's next for Lords Of Goblin Town

*Rough RoadMap *

  • Further Game Development to Alpha/Beta Stages
  • Main Menu/Settings
  • Inventory Views
  • Wallet Integration (For Uniq Holders) to L.O.G.T. website & In-game
  • First-person Modes
  • Customisation of assets/clothing/caves/goblins
  • Gamification
  • Game integration with Website
  • In-Cave Mini Games
  • Multiplayer Games
  • Community Spaces/Hangouts
  • P2P Server Configuration for online play with friends

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