Ok, here is what I have so far…and some things I am going to plan on doing, though I want to preface it with not having any major timeline, no promises of when/if I will be able to do much of anything…I dream big, but reality likes to keep me in my place with some things (stupid reality!).
“The Baddies” a.k.a Goblins as a playable race:
- In my notes I refer to Goblin Hearthlings as Goblings…has a ring, so bear with me
- Crudification: The act of making structures more crude than their current counterpart, i.e. think of the goblin structures in game now…that is the aesthetic I am thinking of when I say “crudify”.
- Color of the goblin models would follow those currently found on goblin models.
That said, here we go:
- Goblings would spawn in a similar fashion to join the village (burrow, hovel, whatever) as they currently do.
- Enemies would appear as normal Hearthling parties, though future plans could include the idea @Psyduck put out for raiding pre-generated towns/structures.
- The following entities could benefit from minor tweaks:
a. Weapons, armor, furniture, decorations, etc.
b. Standard buildings would be crudified to better fit the aesthetic. Though higher tiers could potentially unlock nicer versions…this is highly debatable.
c. All fire would be green…it just fits.
- As @Psyduck noted, a mining bonus should be heavily considered given their propensity to dig and live underground.
More in-depth changes that would be needed to fully flesh out the experience would be an update to quest-giver models, and quest text to follow the same jargon as what current goblins use in game.
They would need a standard (I was bored on a conference call, and made this as a general idea)
The new faction would need a color scheme to associate with…red is typically used in many video games for the “Evil” faction, so that would be another thing to consider…