Now that our entries are out there in the wild, I thought it would be fun to hear how it went for you guys?
Personally, I started out in good style by forgetting everything about the jam, and only remembering it on July 9, thus losing a day. My devlog for July 9 was "Started this project. Gonna fail the jam, know I will." and for July 10 it was "Wow, so gonna fail!!!" but things kind of picked up after that.
I originally wanted the player to switch size via world_scale, but the small size caused some screwup, so I abandoned this, instead hardcoding each dollhouse scale platform to adjust the position of their true-scale twins.
As research, I watched https://www.youtube.com/playlist?list=PLfX6C2dxVyLxXl3gJwakzdqRaV7WKlqFR and learned how to add UI, pick things up and jump. I also got too anoyed with the awkward physics, and finally tried out Jolt. Worked straight away. For some reason the player was suddenly dollhose scale like I originally intended. No clue why, but I got rid of it by setting world_scale of the player to 1.0 at startup.
Boosting the jump height to something pretty overpowered really improved the experience. I think this is a general truth in VR; having more physical provers than in real life simply feel empowering.
When the deadline finally arrived I was plenty beat, but satisfied I had something ready. And then, the deadline was expanded to what was actually promised! My brain simply refused to do any more work, but in the end, I got it to give the game a few more updates. I made the player body no longer collide with the pickup object (turned out to be a massive improvement), added some traps and adjustable starting position and fiddled with the lighting and visuals. The trailer still shows the state of the game at the first deadline.
So, what's your story?