How we completed our first game



Hello and welcome to our first itch.io page!
We are two friends that decided to participate in a jam to have the preassure
to finally finish a game and publish it! You don't really want to know how
many projects we've started in the past that are collecting dust in the
wardrobe...
Well so there it goes, the game is already finished and
published! And we are SO excited for that!
Now lets see the
process:
Previous to the jam:
We decided to use Godot 4.3 as it was the latest stable release of the engine and we both knew how to use it (more or less). Then we installed all the necessary tools to have at hand, such as Blender, Gimp, Github Desktop and Audacity (and of course our old reliable friend MS Paint). We also created a Trello board to keep track of our tasks.
Day 1:
We discussed ideas for the jam theme, in this case "breaking the loop". First we brainstormed a LOT of ideas before selecting four that had a good hook.
Our first powerful idea was to create a
weather game based on the
cycle of the water: You could
activate and deactivate the sun and the
mountains to see the water flow change.
(Yes, this is the paint drawing we used to explore
the idea)
Then we found inspiration in a
free asset pack from Kenny and used Tiled
to try and generate some more ideas.
We got the main gameplay idea, but we were not happy with it, so we brainstormed some more. And suddenly....

-"Hey Koi what if the loop is not about the game loop but a mechanic instead? WHAT IF..." *sends image*
-"BROOO amazing lets do that"
Then the name, gravity, the target and the shooting ideas just came as a summer storm.

Day 2:
We began the process. First of all was to create a Godot project and upload it to Github. Then we discussed a bit more about how to distribute all the elements of the game, both in the game stage and in the file system. Once it was decided, it was time to go into the kitchen and cook some spaghetti code!
Look at how marvelous our prototype in Ms Paint was:

Day 3:
As we began to put together our assets and UI, we had the idea to reference a very popular e-commerce website UI. We both are software developers, so this was very easy to replicate using free Material Icons mixed with some Gimp. We created a theme in our Godot project following those colors and using the Open Sans font.
Day 4 and onwards:
*EXPLOSION OF CONTENT AND MECHANICS*
In the next days we experimented with object gravity, surface positioning of objects, image mapping on 3d meshes...


The funniest part was to test the package flying over and over again to tweek the accelerator, gravity and position of the target. We discovered that if you launch the package at enough speed, it can get out of the gravity field, and we though it was SO fun we decided to leave it there. You can test if you want ;)
Day 6:
This day was special because I woke up very inspired, and had a crazy idea. I have an old Singstar microphone connector for de PS2. What if I connect it to the computer and then to my guitar amp?
Well, it went surprisingly nice. With little configuration I had a way to record some happy music for our game! I don't know yet what happened that morning but first a simple melody was done, and then another, and then a bass track and a percussion, and... Music and sound effects finished!

My boy Sonic always supporting (its my rubber duck)

(Does anybody know how to do this properly?)
Last days:
The last day we showed the game to the people we love, so they could have fun and participate a bit in the debugging process.
Dur needed a tutorial.
Leyre needed a reminder of the concept of tangential speed.
Cris got frustrated for the package not going to where she wanted.
Sama said the game was curious.
Yuriy called the game "The dark souls of package delivery" (it's not that hard we promise).
Eva, Pablo and Ruth got frustrated by the amount of typos (you guys will see this post...).
Diego said it is a realistic depiction of the near future where there is no more snow in the earth poles.
Fabián was annoyed by the logo not being perfectly centered.
My mother was not fan of the game, because it's too difficult for her (now I know what Miyazaki feels...)
But everyone loved the music!
We spent Friday and Saturday morning correcting all those errors (well, the logo is still not centered, I am sorry Fabián) and we decided to make this Devlog to share our experience with everyone, and to thank those who tried our game.
And so here we are at the end of this jam, with a smile on our faces for completing and publishing this project. It was fun and nice experience, we learnt a lot (and I mean A LOT). We hope you enjoyed the reading, and we also hope you enjoy our game (and let's see if you find the easter egg).
For our future selves:
Remember to organize all the scenes and UI in different folders, try to use managers for the scenes and stages, and always keep in mind that a game jam needs to be simple, funny and short, as this game was. Simple and plain ideas always work better!
Loopazon
The best package delivery simulator!
Status | In development |
Authors | Terrokgor, Koi |
Genre | Simulation |
Tags | 3D, Casual, Explosions, Family Friendly, Funny, No AI, Short |
Leave a comment
Log in with itch.io to leave a comment.