XaiJu
uwusoft

uwusoft

patreon


uwusoft posts

Update 9: Assets

Apologies for the recently missed updates, looks like I was a bit more rusty than I thought getting back to making assets. They were at first not coming out the way I'd like and I started noticing the days passing by late. I really had to sit down and start grinding out the assets to get to where I felt better about making them. Here's a few of them in a rushed test environment.

Most of the assets are fauna that will blanket the newly vast kobold forest. Now that I'm back in gear I hope...

View Post

Update 8: Garden Revamp

This week was used mostly planning out a substantial revamp of the garden. I'm thinking of making it 3 to 4 times larger with more of a jungle like theme. It was starting to dawn on me how small it currently is with just 10 bolds making it seem a bit crowded. Because the game is built for pc first, it can handle a large amount of kobolds without issue so even for the first garden, making it larger seems necessary. I also want to make it more atmospheric and natural so your kobolds look like t...

View Post

Update 7: UI

This week I wanted to take the time on figuring out what kind of UI or user interface the game should have. I wanted something that looks fresh and also stands out. While surfing the world wide web I stumbled on a UI style called neumorphism that I feel fits the bill. It uses a combination of light and dark drop shadows to create a minimalistic 3d feel.


I also knew I wanted to have t...

View Post

Update 6: Kobold Editor

In the latest update a very basic kobold editor was added allowing you to change some aspects of a kobold. It dynamically lists your bolds and by selecting them you can set their name along with their type which will instantly change them into what you select. You can toggle this editor by pressing the "tab" key. Overtime I hope to polish and make the editor feature rich, allowing you to edit all aspect of any bold.

Baby bolds were also added. After around 3 minutes the eggs scattered a...

View Post

Slight Delay

Still need some time grinding out the new kobold animations. They've been tougher then expected as I really want to nail down them being expressive. Because of this the next build is being pushed back to next week.

In better news I've been tinkering on the side and next weeks build will have functioning baby bolds. This means the basic kobold lifecycle will also be included. You can hatch a baby bold and they'll eventually grow into a kobold.

Since not everything is in yet like th...

View Post

Update 5: Improved Knight

Yoyoyo, so I wasn't able to finish the kobold AI for this build. The kobold model was one of the first I made and so it's rig was ancient and not made well making it a pain to animate with. While the model will look the same, the rig should be much easier to work with and for anyone using the old version of the public kobold model, I hope to eventually release this version.

The knight model was made better so there was no need to update it's rig. The new build features the knights origi...

View Post

Update 4: Level Overhaul

Alright so here's both the redone lobby and garden, in a state I'm much more happy with building upon then the lower poly versions they use to be. A big addition you may notice is the grass system from the older versions of kobold garden is back!

For next month I'll be focusing on player and kobold animations and kobold ai. Currently they're using stiff placeholder animations so I want to have them much more lively and varied like when idle the kobolds look around and interact with the ...

View Post

Update 3: Fighting Polygon Team

Hey! Didn't mean to take as long as I have for another update but I've been struggling a bit finding ways to make the low poly look better. I've been looking at different ways to go about it and have decided to go back to what I'm more confident in which is a more detailed and higher poly style.

The idea with going low poly was to speed up the time it would take to make the gardens and level models but ironically it's been taking me way more time then it would then just making them in a...

View Post

Update 2: Naughty or Nice

Headpats and carrying are back in! When in distance of a bold, left mouse will reach out your hand to pat deserving bolds while the right mouse button will pick them up making them portable. But it's not all good times in Kobold Garden. If you left click when carrying you will throw them a good distance and have them getting hurt! Don't worry, no kobolds were harmed in the making of this ability.

The reason for this is eventually you can affect how your kobold are raised. Being nice wil...

View Post

Update 1: Moving Bolds

Happy holidays friends!

Things have been progressing with kobold garden and so I'm here to share it all with you!

 First up are kobolds. They're up and about as they can walk around the garden now. Getting close to one will get their attention and they'll turn their heads to face you. Getting closer fully grabs their attention as they stop to see what's up.  Eventually I'll have them do cute things when in this state like wave and gesture at you. Also want to get their e...

View Post

kobold news test

testing out a new format for kobold news


going to try to make it more animated as it almost looks like an animatronic lol

View Post

The Future Plans for Kobold Garden

Hello everyone!

As some of you know, Kobold Garden has come a long way from where it originally was. The idea for it stemmed from just being a simple Chao Garden clone. I eventually wanted to add original concepts to set it apart from Chao Garden but as time went on much more was added. I do still want to complete this version of the game as I see it as what a true, fully realized Chao Garden game should be instead of just a minigame connected to the sonic adventure series. But when loo...

View Post

Boo!

Have a safe and Happy Halloween everyone~!

Also be on the lookout! I'll be sharing some future plans for kobold garden later today.

View Post

!!!

Something spooky is going on in kobold garden...

Hope nothing scary happens on Halloween!

View Post

Slow n Steady

Hello! I hope to have a new update video that'll show off all the new things slated for Kobold Garden soon but I've been doing some in-game test for the new knight model and thought I'd share as I think it looks neat.

I was also originally thinking of doing the soundtrack myself with no prior knowledge...

View Post

my death has been greatly exaggerated

Thank you to everyone who's managed to stick around with me, I plan on returning to our regularly scheduled kobolds in a big way really soon with many new things to share, I hope it'll be worth the wait!

View Post

Happy New Year 2020

WE'RE PETTING KOBOLDS IN 2020

YEAR OF KOBOLD YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD  YEAR OF KOBOLD 

View Post

December Progress 1

Merry Boldmus everyone! It's that time of year again where Kobold Klause breaks into your home to steal your valuables! yaaaay! 

The new Kobold models are almost finished, all that's left is to rig them up so they can be posed and animated! Once done they'll be released and then we can finally get back to some progress on the main game!

Tiny Kobold Garden is slowly becoming more playable with the inclusion of two fully playable mini-games, Kobold Roshambo and Kobold Memory! R...

View Post

November Progress 1

Hello there, here's some of the progress made so far!

Some royalbolds are edits of the main kobold design so I've been trying to finalize the kobold line. Originally there were two kinds of kobolds, a baby kobold that grows into a regular kobold but I've decided to go with three, baby, kid kobold, and adult kobold. The kid being more of the original kobold design with the adult being a newer on...

View Post

The return!

Apologies for the ditch, I sort of lost control of my life and didn't know what to do for awhile. When the royalbold pledge was made it was made for the lower poly style but now that Kobold Garden has taken a newer higher poly style, I underestimated the amount of work needed for the amount of royalbold models we have. Due to this the main kobold game is on hiatus until I can catch up with the models.

I have also made some changes to the tiers as well. The royalbold tier is currently su...

View Post

where in the world is uwusoft

Hello! It's been some time since I've posted but I've still been hard at work on Kobold Garden. Most has to do with some big changes I've been testing for feasibility.

To all Royalbolds, I have not forgotten you! Most have been waiting a super long time for your models and I want to apologize for that. I may need a bit more time as I need to redo most of them to keep consistency among models in-game but because of this I'll be giving a large cut of my time in the coming months to make u...

View Post

Small Update 11: Building

In the next build you'll be able to start building structures but to do that You first have to craft a blueprint item from the inventory menu. When it's selected, controls for building pops up and by default you can build a foundation but by going into the craft menu you can see and select everything you can build. Hovering over anything shows you the necessary materials to build that structure.

<...

View Post

Small Update 10: Camera Changes

With combat coming soon I needed a way to unify the radial actions instead of having them all separate as switching from a whistle item to an attack item can get tedious in the middle of a fight. The combat will be very reminiscent of pikmin or overlord in that you'll have a group of kobolds following you around ready to follow any orders but if the camera is constantly rotating it can be hard to give them any.  So now by default the camera no longer rotates with mouse movement unless yo...

View Post

Update!

Hello friendos.

I did an oopsie. The April Fool vid was suppose to be un-positive vibes as a prank and then I'd release an actual update vid and build a few days later for happy vibes but then it didn't happen. I want to apologize if it was disappointing for anyone.

The reason was feature creep. I was working on last minute terrain optimizations for the build and got inspiration for infinite terrain generation that got out of control fast.

Some good news is I just got infini...

View Post

Kobold Garden Update 16: The Future of Kobold Garden

Things will never be the same...

View Post

THE BIG NEWS

The holidays and new years lit a fire under me as I was away with family for most of it. It gave me time to reflect and think of where to go next. I'm planning on being extremely active starting this year with the biggest build we've seen yet. This build will be the first build out of pre-alpha. The first actual alpha build. It will have all the base features that will be in the final game like all modes, creatures, better kobold interaction ...

View Post

Kobold Garden Update 15: Controllers and Christmas

Sorry for being a bit late, Christmas times pretty hectic with family over here but here it is! A festive Kobold going over the new things in the last build. I wish you all happy holidays and Kobold tidings uwu

View Post

Smol Update 8: y

feel this is insane looking but pretty straight forward at the same time @@

View Post

Kobold Garden Update 14: New Public Build

Been awhile since I made a Public build. Also see whats new if you haven't tried out the build.

View Post

Smol Update 7: VR progress and Halloween~

 

Hello! Hear to let you know how things are going! As a stroke of luck, when about to start implementing support for the Rift, Valve released a new version of their steamVR plugin that really helps with exactly that among some other cool things. It simplifies a way of setting actions to buttons that the game can read as bindings on a VR controller. This allows an easy way to setup bindings through steam for a new controller, even for ones I haven't added myself! All you have to do is set...

View Post