![Goblin Layer](https://adultandroidgames.net/wp-content/uploads/2024/07/Goblin-Layer-Download-on-Android.-654.jpg)
Goblin Layer [Android]
v0.56.5
Description:
Goblin Layer is a seasoned adventurer with a troubling obsession with goblins and significant child-support debts. Driven by his personal mission, he aims to eradicate every goblin nest he encounters.
After rescuing a distressed Priestess—albeit leaving her somewhat traumatized—you arrive in a frontier town where all the men have mysteriously disappeared, possibly kidnapped.
And from there, events take a rapid and intense turn…
- Genre:Adventure
- Release:
- Patreon:
Download:
Changelog (v0.56.5)
v0.56.5
……………………………………
Scenes
……………………………………
New: Two Spicy animated Scenes,
4 animation loops, or 5 depending on how you count.
More story renders as well…
Fixed sound issue for one animation
A few new renders during the first Gobapatra scene
A new render during the Nekoharan-backstory
……………………………………
Gameplay
……………………………………
Ch7 Continues! The Plot progresses…
New Dungeon
New Dialogue
New Enemies
New Critters
New Items
New location on the Southern Map, gonna develop it a bit more later
Some rebalancing
Lowered the prices of some items you can buy
Improved some loot-trees
Town Hall of Fame + Cheat Room updated.
Various improvements to Ch7, like marking some clickable things more clearly, or temporarily blocking off some areas
A few more interactions in the Snake Dungeon
Some overall polish to the story from Pt.1, and some extra lines here and there
Made it more obvious where to stand when descending in the Pyramids. Due to the way the sprites are handled it’s not exactly obvious.
Quick explanation of the gameplay loop after finishing the intro, right after the “welcome to goblin layer…” loop.
Named/Labeled some characters & places
The Important places in Hubtown are Labelled in the Early game. It looks kinda ugly to slap labels on everything though, so they’ll dissappear later. But new players should have an easier time at least.
Added Chapter 7 to the Quest Log.
Changed timing of some sound cues/music
Tileset Behavior/Collision improvements
The Tomb Khufuse fight is now optional, don’t ask him about his job
Added XP reward if you “stay and listen” (to the undead in the the big Pyramid Dungeon).
Added Cheat Defense skill (defends against Damage), useful for fights when all enemies to do not appear at the same time
Grandma in Hubtown, “Dhakir Qayn” in Nyalexandria, or “Barry, 63” in Norfwich, can add/remove the Cheat Skills.
Some additional rewards for exploring
Some Sprite touch-ups
More loot during Ch6/Norf
A few more lootable items
Revamped Bananas
Added Oranges
More/Bigger Arrows
More Melons (the fruit)
Big Melons (Also, the fruit)
More Milk, the Innkeep in Nyalexandria can explain why
More Shadows for NPCs
Edited some of Barrels Dialogue, made it a bit clearer
FEDs are a bit more talkative during the fight
Edited/Improved some dialogue in general
Varius improvements to some Norfwich scenes
New song for the Ch7 Palace scene
Added in some missing Sound Cues/Effects
Minor edits to the Opt-Out Office adventure with Barrel
Changed Music for the OCSE Office
Changed Music for Norfwich
Options to skip the ‘milking’ scenes, in case you’re not into that
The Duck will give you a gift after you deal with the Geese
Combat music will switch back to standard when leaving the South & vice versa
Added ‘Fade In’ debug item. Fades in the screen from a blackscreen. If you get a blackscreen, but can access the menu, you can use this item. Would be good if you still reported where it happened though.
Some adjustments to the Quest Journal
Some combat/skill rebalancing
……………………………………
Bugfixes
……………………………………
Fixed a bug which could make a Northtown NPC block your path
Fixed a bug that got you stuck in the Small Pyramid
Fixed some lootables which where set up wrong (changed color or moved when opened)
Fixed some Typos, fixed a lot actually
Fixed typos in the Quest notes, the image ones.
Fixed a bug that made ‘labels’/map text invisible
Fixed a bug where you got stuck in the Ch7 ‘Campsite’
Fixed a potential bug where you potentially got stuck in the ‘Abandoned Campsite’
Fixed a small weird bug, which displayed the old title screen for a second, when starting a new game
Fixed Gobapatra’s sprite dissappearing from the Sarcophagus, didn’t affect gameplay, but looked weird
Fixed a crate blocking access to a small area in Norfwich
Fixed the cat in Norfwich, it was just frozen in place.
Fixed a misbehaving poster in OCSE
Fixed spelling error on the “welcome to goblin layer…” image you see right after the intro. It’s been there since like version 0.1.
Fixed a bug that led to blackscreen if you 1. started a new game, 2. Went back to title screen, 3. Started a new game again
Fixed a bug with the Nyalexandria entrance door
Fixed bug that prevented you from returning South, if you went back to the main map/Hubtown
Fixed Quest Journal showing the wrong name for Ch7 & doing other wrong things
Fixed some typos
Foolproofed a bunch of events. Not calling anyone a fool. Just making things less likely to break when someone does something out of the ordinary. Preemptive bugfixing.
If you went Pantless during the Ch6 Paladin fight, you’ll put ’em back on once the ‘spicy’ Scene is over.
(If you’re already done with the fight and are currently without Pants, you can talk to Grandma in Hubtown.)
Also, I’d like to thank everyone doing bug reports, whether it’s on Discord, or the form on the title screen, or anywhere else.
The game is something I work in my spare time, so anything that saves me a bit of time is very helpful 🙂
After you’ve read this changelog, you might start feeling concerned… Maybe the game is too polished? Too clean? … Will it loose that authentic, barely functional, held-together-by-ductape Parodos-jank gameplay?
Don’t worry! For your pleasure, I’ve also added 3 new bugs. You’re welcome. The igloo on the northern map is best described as fucked up, there’s a tiny house in the middle of the sea, and there’s no music while sailing the ship! (I’ll fix them in a future update).
I’m sure there are also other bugs to found, if you feel like 3 isn’t enough.
……………………………………
Dev Notes
……………………………………
This update kinda ends on a cliffhanger. Normally I wouldn’t split up a main quest like this, but I’ve been spamming Blender tutorials which takes time. Fluids in particular can be a bit of a challenge. Also. it’s summer, or it was summer when I worked on this update, so I go/went outside sometimes.
Left to do in the Desert, is to add a climax animation & renders to the latest scene & wrap up (literally) the main quest. Then it’s back to Hubtown, to start the “Human Relations” questline. Which is a turning point in the story.
I’ll also be remaking some early scenes, but it’s not high priority, just something I’ll do if I feel I got some time over.
The reasons are: 1. Art update, I’m using Blender now & can do a bunch of things I wasn’t able to do before + the quality of some of the early stuff is frankly quite shit… and 2. Some scenes could do with some better writing.
In regards to Townspeople, I’d like to add a bit more “build-up” to avoid the feeling of people just throwing themselves at you at first eye-contact. Won’t be build-up for all of ’em though. It’s fully in character for Blondie for example :-), and Sorceress really needs to refill her Potion ingredients… and Goblins are goblins…
Also, I don’t know if you’ve noticed, but the maps from 0.55-ish on has gotten larger. The reason is, at some point I might want to increase the overall resolution of the game, and if you don’t also make the maps proportionally larger, you’ll get a lot of “black space” around the edges. That’s ok for interiors, but looks weird outside. So maps will be getting biggger to compensate. However, to avoid too much walking, which could get tedious, all the important stuff will be located close to the “entrance point” of the map, for quick access. So even if the maps get bigger, you won’t have to walk longer. I might leave some small rewards deeper into the map, for those who enjoy the exploring and picking things up, but it will not be anything important or required to progress the story.
—————————-
Behind the Scenes & Blender
—————————-
Learnt how to set up a semi-automated orifice via torus/shrinkwrap method (e.g. lips will automatically move away a bit when you put a banana in the mouth, which means less manual posing of the mouth “bones”)
Discovered a fixed a whole bunch of issues for both my male and female rigs (rig controls the characters skeleton, which is used to animate the model)
Sorted out the some clothing rigs/deformation
Improved my settings for physics cages & jiggle bones (as the name implies, they make things jiggle)
Installed a “c*m library”, apparently those exist, with assets made by some unhinged Japanese guy(?). How did my life cum to this…
Optimized the main character’s texture/material. +Upscaled +tweaked some settings. Might replace them completely in the future though, cause I’m not 100% happy with them, but we’ll see.
Improved weight painting for the main cast.
Learnt the basics of dynamic paint & implemented, can e.g. be used to dynamically make a body part look wet, among other things.
Goblin Layer’s Boots got a new paintjob
Duck with a knife combat sprites (2d, not blender)
Created some more backdrops and prop assets
Recreated Farm Girl’s model in Blender + created a new outfit.
Been working on Goblinette’s new model + Outfit and rigging (preparing the model for animation). Also startedon Sorceress & General Goods Girl’s models.
Started fleshing out the ‘serious’ overarching story arch of the game, companion arcs & possible endings, and how the story should progress towards the finale.
Spent a little time tinkering with a space elf & a space nun model, for a future side-project, but haven’t spent much time on them yet
Improved the behavior of the rig for the Protagonist’s banana, using the SplineIK method. For example, you can make it auto-bend and stuff when you you put it in someone’s mouth, which again saves some time when animating banana-swallowing animations
EEVEE Next (render engine upgrade) is out with Blender 4.2, haven’t checked it out yet, but planning to. I’ve decided to stick with EEVEE over CYCLES though, cause the faster render times just makes the overall workflow much smoother. Will prob not use Unreal5, as discussed earlier, to render scenes for Goblin Layer, because “porting” all the assets/materials/ I’ve created for Blender is a pain.
But might use it for some other project in the future, in that case I’ll make sure everything is compatible from the start.
……………………………………
Scenes
……………………………………
New: Two Spicy animated Scenes,
4 animation loops, or 5 depending on how you count.
More story renders as well…
Fixed sound issue for one animation
A few new renders during the first Gobapatra scene
A new render during the Nekoharan-backstory
……………………………………
Gameplay
……………………………………
Ch7 Continues! The Plot progresses…
New Dungeon
New Dialogue
New Enemies
New Critters
New Items
New location on the Southern Map, gonna develop it a bit more later
Some rebalancing
Lowered the prices of some items you can buy
Improved some loot-trees
Town Hall of Fame + Cheat Room updated.
Various improvements to Ch7, like marking some clickable things more clearly, or temporarily blocking off some areas
A few more interactions in the Snake Dungeon
Some overall polish to the story from Pt.1, and some extra lines here and there
Made it more obvious where to stand when descending in the Pyramids. Due to the way the sprites are handled it’s not exactly obvious.
Quick explanation of the gameplay loop after finishing the intro, right after the “welcome to goblin layer…” loop.
Named/Labeled some characters & places
The Important places in Hubtown are Labelled in the Early game. It looks kinda ugly to slap labels on everything though, so they’ll dissappear later. But new players should have an easier time at least.
Added Chapter 7 to the Quest Log.
Changed timing of some sound cues/music
Tileset Behavior/Collision improvements
The Tomb Khufuse fight is now optional, don’t ask him about his job
Added XP reward if you “stay and listen” (to the undead in the the big Pyramid Dungeon).
Added Cheat Defense skill (defends against Damage), useful for fights when all enemies to do not appear at the same time
Grandma in Hubtown, “Dhakir Qayn” in Nyalexandria, or “Barry, 63” in Norfwich, can add/remove the Cheat Skills.
Some additional rewards for exploring
Some Sprite touch-ups
More loot during Ch6/Norf
A few more lootable items
Revamped Bananas
Added Oranges
More/Bigger Arrows
More Melons (the fruit)
Big Melons (Also, the fruit)
More Milk, the Innkeep in Nyalexandria can explain why
More Shadows for NPCs
Edited some of Barrels Dialogue, made it a bit clearer
FEDs are a bit more talkative during the fight
Edited/Improved some dialogue in general
Varius improvements to some Norfwich scenes
New song for the Ch7 Palace scene
Added in some missing Sound Cues/Effects
Minor edits to the Opt-Out Office adventure with Barrel
Changed Music for the OCSE Office
Changed Music for Norfwich
Options to skip the ‘milking’ scenes, in case you’re not into that
The Duck will give you a gift after you deal with the Geese
Combat music will switch back to standard when leaving the South & vice versa
Added ‘Fade In’ debug item. Fades in the screen from a blackscreen. If you get a blackscreen, but can access the menu, you can use this item. Would be good if you still reported where it happened though.
Some adjustments to the Quest Journal
Some combat/skill rebalancing
……………………………………
Bugfixes
……………………………………
Fixed a bug which could make a Northtown NPC block your path
Fixed a bug that got you stuck in the Small Pyramid
Fixed some lootables which where set up wrong (changed color or moved when opened)
Fixed some Typos, fixed a lot actually
Fixed typos in the Quest notes, the image ones.
Fixed a bug that made ‘labels’/map text invisible
Fixed a bug where you got stuck in the Ch7 ‘Campsite’
Fixed a potential bug where you potentially got stuck in the ‘Abandoned Campsite’
Fixed a small weird bug, which displayed the old title screen for a second, when starting a new game
Fixed Gobapatra’s sprite dissappearing from the Sarcophagus, didn’t affect gameplay, but looked weird
Fixed a crate blocking access to a small area in Norfwich
Fixed the cat in Norfwich, it was just frozen in place.
Fixed a misbehaving poster in OCSE
Fixed spelling error on the “welcome to goblin layer…” image you see right after the intro. It’s been there since like version 0.1.
Fixed a bug that led to blackscreen if you 1. started a new game, 2. Went back to title screen, 3. Started a new game again
Fixed a bug with the Nyalexandria entrance door
Fixed bug that prevented you from returning South, if you went back to the main map/Hubtown
Fixed Quest Journal showing the wrong name for Ch7 & doing other wrong things
Fixed some typos
Foolproofed a bunch of events. Not calling anyone a fool. Just making things less likely to break when someone does something out of the ordinary. Preemptive bugfixing.
If you went Pantless during the Ch6 Paladin fight, you’ll put ’em back on once the ‘spicy’ Scene is over.
(If you’re already done with the fight and are currently without Pants, you can talk to Grandma in Hubtown.)
Also, I’d like to thank everyone doing bug reports, whether it’s on Discord, or the form on the title screen, or anywhere else.
The game is something I work in my spare time, so anything that saves me a bit of time is very helpful 🙂
After you’ve read this changelog, you might start feeling concerned… Maybe the game is too polished? Too clean? … Will it loose that authentic, barely functional, held-together-by-ductape Parodos-jank gameplay?
Don’t worry! For your pleasure, I’ve also added 3 new bugs. You’re welcome. The igloo on the northern map is best described as fucked up, there’s a tiny house in the middle of the sea, and there’s no music while sailing the ship! (I’ll fix them in a future update).
I’m sure there are also other bugs to found, if you feel like 3 isn’t enough.
……………………………………
Dev Notes
……………………………………
This update kinda ends on a cliffhanger. Normally I wouldn’t split up a main quest like this, but I’ve been spamming Blender tutorials which takes time. Fluids in particular can be a bit of a challenge. Also. it’s summer, or it was summer when I worked on this update, so I go/went outside sometimes.
Left to do in the Desert, is to add a climax animation & renders to the latest scene & wrap up (literally) the main quest. Then it’s back to Hubtown, to start the “Human Relations” questline. Which is a turning point in the story.
I’ll also be remaking some early scenes, but it’s not high priority, just something I’ll do if I feel I got some time over.
The reasons are: 1. Art update, I’m using Blender now & can do a bunch of things I wasn’t able to do before + the quality of some of the early stuff is frankly quite shit… and 2. Some scenes could do with some better writing.
In regards to Townspeople, I’d like to add a bit more “build-up” to avoid the feeling of people just throwing themselves at you at first eye-contact. Won’t be build-up for all of ’em though. It’s fully in character for Blondie for example :-), and Sorceress really needs to refill her Potion ingredients… and Goblins are goblins…
Also, I don’t know if you’ve noticed, but the maps from 0.55-ish on has gotten larger. The reason is, at some point I might want to increase the overall resolution of the game, and if you don’t also make the maps proportionally larger, you’ll get a lot of “black space” around the edges. That’s ok for interiors, but looks weird outside. So maps will be getting biggger to compensate. However, to avoid too much walking, which could get tedious, all the important stuff will be located close to the “entrance point” of the map, for quick access. So even if the maps get bigger, you won’t have to walk longer. I might leave some small rewards deeper into the map, for those who enjoy the exploring and picking things up, but it will not be anything important or required to progress the story.
—————————-
Behind the Scenes & Blender
—————————-
Learnt how to set up a semi-automated orifice via torus/shrinkwrap method (e.g. lips will automatically move away a bit when you put a banana in the mouth, which means less manual posing of the mouth “bones”)
Discovered a fixed a whole bunch of issues for both my male and female rigs (rig controls the characters skeleton, which is used to animate the model)
Sorted out the some clothing rigs/deformation
Improved my settings for physics cages & jiggle bones (as the name implies, they make things jiggle)
Installed a “c*m library”, apparently those exist, with assets made by some unhinged Japanese guy(?). How did my life cum to this…
Optimized the main character’s texture/material. +Upscaled +tweaked some settings. Might replace them completely in the future though, cause I’m not 100% happy with them, but we’ll see.
Improved weight painting for the main cast.
Learnt the basics of dynamic paint & implemented, can e.g. be used to dynamically make a body part look wet, among other things.
Goblin Layer’s Boots got a new paintjob
Duck with a knife combat sprites (2d, not blender)
Created some more backdrops and prop assets
Recreated Farm Girl’s model in Blender + created a new outfit.
Been working on Goblinette’s new model + Outfit and rigging (preparing the model for animation). Also startedon Sorceress & General Goods Girl’s models.
Started fleshing out the ‘serious’ overarching story arch of the game, companion arcs & possible endings, and how the story should progress towards the finale.
Spent a little time tinkering with a space elf & a space nun model, for a future side-project, but haven’t spent much time on them yet
Improved the behavior of the rig for the Protagonist’s banana, using the SplineIK method. For example, you can make it auto-bend and stuff when you you put it in someone’s mouth, which again saves some time when animating banana-swallowing animations
EEVEE Next (render engine upgrade) is out with Blender 4.2, haven’t checked it out yet, but planning to. I’ve decided to stick with EEVEE over CYCLES though, cause the faster render times just makes the overall workflow much smoother. Will prob not use Unreal5, as discussed earlier, to render scenes for Goblin Layer, because “porting” all the assets/materials/ I’ve created for Blender is a pain.
But might use it for some other project in the future, in that case I’ll make sure everything is compatible from the start.
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