Ludum Dare 48 - Day 1

in Game Development3 years ago (edited)
Authored by @Chimp CEO
Countdown terminated on Apr 27, 2021, 10:54 PM

ludum dare 48 - deeper & deeper

So, Ludum Dare 48 has concluded it's first day. I'm participating in the jam version of the event, which means I have 2 days left.

1️⃣ Day 1 Recap:

Not too shabby! But, also not too great.

The Good 👍

  • Learning Godot is fun
  • Got some cool looking lights setup
  • Learned a fair bit about Godot's tilemap system
  • Good ideas shared between me & my team partner (ROLLINKUNZ)

The Bad 👎

  • I'm super slow at implementing basic mechanics
  • Things break... A lot...

The Ugly 🙈

  • Physics are... weird

⬇ What Went Down:

Last night and most of today was spent hashing out ideas and getting setup.

when a monkey & an artist collaborate

When the theme was announced last night, Rollin and I stayed up for awhile brainstorming some ideas. The theme was DEEPER & DEEPER, which surprisingly has a lot of mileage in it for some pretty wacky ideas.

After going back and forth for a bit, we got down to a voting round to see which was not only the most fun idea, but also the most feasible.

Rollin is using some new tech & software, so he'll be slow while learning that stuff.
I'm using a new game engine with a new programming language, so I'll be slow while doing that.

Overall, this event is more a learning experience than a showoff experience.

We settled on a golf-themed game... Trust me, it works

It takes place under water, and in the dark. So, first things first I need to implement a light mask:

literally took 5 minutes

Godot makes this trivial to do. Literally just requires a Light2D node with a custom light texture, and then set to Add.

Next up, shadows

This got a bit trickier. The light mask was just 1 node, but for shadows to work you have to setup LightOccluder2D nodes, and I wasn't positive I was making the markers on the right stuff, but in the end I got some shadow casting.

lights and shadows

Combining the two took some trial and error, as lights can sometimes not play well with each other, but eventually I got something looking nice.

dope shadows

One small problem... This didn't work in the browser

2 main reasons the browser is an important target:

  1. It allows for the widest range of people to play your shit, since no one has download anything
  2. I said so

So, naturally, when what was rendering just fine in the engine wasn't displaying right in the browser... I was bummed. And I went to bed with my bummed head and had a bunch of bummer dreams.

BUT! When I woke up, I opened Godot back up and completely redid the lighting system. I watched a few different tutorials to learn the right way to implement lights, and learned about the CanvasModulate node. Super fucking sick.

Now, we have lights & shadows working in the browser:

doper shadows, now with web support

I know, pretty fucking rad. untitled.gif
But, can we make it radder? untitled.gif

After discussing a bit with my boy Rollin, we started playing around with the idea of having the tiles be just black walls, no textures, and then I went and changed the shadows to be a smoother dropoff. Playing around with the Light2D node's Shadow properties can achieve some neat effects.

Hence, radder shadows:

dopest shadows ever

The dark and eerie vibe play well into the overall concept we have for the game, so I'm super pleased with how it turned out.

Ok, bare with me on this one... What if, oysters?

I pitched the idea of putting magical pearls into ancient god-like oysters to proceed to deeper levels. Each pearl, and its associated oyster, would be a different color.

For instance, the ancient Red-Oyster-Of-Magma:

oyster is coming to smash

Yeeeaaah, sick.
How about we mess around with shadows now?

pearly lights

YEEEAAAH, SICK AS FUUUCK.

And that's where we're at!

So far not too shabby as I said. There's still some more work I'll try to accomplish for tonight, but as an overall, I'd say today was decent.

The main work happening now is with physics. Every game engine seems to have their own way of dealing with them, so it's always a bit of effort to shake off what you might be used to and play by the quirks of the new engine.

Godot has RigidBody2D and KinematicBody2D nodes that I think I want to use, but not sure about the specifics of each. Will need to do more research.

⏭ Where We Stand

At this point, I'm not sure about our ability to finish the game for the jam. Learning a brand new game engine, and trying to make a light-based, monster-ai-having, smooth-physics-golfing-game is a tough thing to do.

But it's ok.
This game will always be here, waiting for us to complete.
This event is just a fun excuse to jam on something together, and learn new shit.

it's kinda fun as is... even when it breaks...

Either way, tomorrow is day 2!
More fun to be had!
See you all then!

- Chimp CEO 🐒


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Countdown terminated on Apr 27, 2021, 10:54 PM
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Excelente post, muy instructivo, gracias por compartir, te dejo mi voto y te sigo.

Usaré Google Translate para esto, así que lamento si la gramática no es buena:

¡Gracias! Realmente aprecio el seguimiento y la votación. Godot parece muy profundo en sus utilidades, pero creo que es una de esas cosas en las que si aprendes los conceptos básicos, entenderás todo lo demás perfectamente.

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