Posted August 01, 2024 by AndrewCrowe
/// July 18 - 2024 : Test and First post. /// Version 0.1
Log made before the Jam to test the Devlog feature.
The original project was made for the Godot #71 Jam but the scope of the game was a little bigger than we thought and burnout crept on the final days. As such it was decided to add the final things on Improve My Game Jam 34 and take the days between the end of the Godot jam and the beginning of the IMGJ34 to rest and re-organize.
/// July 26 : First Day ///
We went through the project to see what was left unfinished before adding the new stuff we were supposed to add on the Godot Jam. The game goal is to enter the forest and gather ingredients to make potions, while being careful not to over-harvest the main seasonal ingredient. "Unintended Consequences" was the Godot Theme, and the way we planned to do it was making the tasks increase to the point you had to get more and more ingredients to be able to deliver the potions on time.
Fixes
Additions
/// July 27: Second Day ///
The idea was to get to the forest and gather ingredients, if you over-harvested, the forest would get angry and more creatures would spawn. This wasn't started nor finished on time, so you could just keep entering the forest without any risk.
Fixes
Additions
/// July 28: Third Day ///
A small script was made for an intro that introduces the character and the goal of the game, the idea is to show it in the style of a fairy tale story.
Additions
/// July 29: Fourth Day ///
This was used as a rest day to avoid what had happened in the previous jam. Very minimal changes and fixes were done just so it was not a zero day. Things like changing the text location and making sure it didn't bleed over the edges
/// July 30: Fifth Day ///
Fixes
Additions
/// July 31: Sixth Day ///
Fixes
Additions
///August - 01 : Final Day ///
Final version of the game so far.
Known bugs:
Final thoughts: Lots of things learned, both in the good and bad way. This is the second game we've done using Godot, so we became more acquainted with it, and the first time we've done a devlog. The original jam was a warning in how easy it was to fall into feature creep, as we got more and more ideas along the project and the scope became unnecessarily big, making us burnt out and not finish on time.
While there's probably still a lot to do for the game to feel completed, we feel we at least have the foundation of the game, and some ideas of what we can expand upon to make it feel more complete later on.