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[Devlog] All hail the Ghooth (working title)

A topic by obscure gods created 42 days ago Views: 198 Replies: 16
Viewing posts 1 to 7
Submitted (2 edits) (+2)

Joining in with TeaHands' devlog idea! 

I'm Ena, I've worked in the industry as a designer for a couple of years already but about 2 month ago I decided I wanted to learn coding in Godot. So this jam came at the perfect time for me to try out (semi) solo dev. Semi because my walking debugger partner does help out wherever i get stuck in the code. 

This is also my first game jam ever!

Day 1: Concept and Feasibility

Even before the theme got announced, I knew I wanted to go Eldritch and pixel art, because that's what I love doing most. I was a bit stumped on the theme at first, to beb honest, but took about 1h to sit down and mockup up something in aseprite. As I have a 2 y.o. kid, I have to be strict on using the free time I have available, even if it means going for the more obvious choices.

Making the goose the villain was obvious, but I found it funny, so I kept at it. While I was pushing pixels around, throwing random UI elements on the scene that I thought could fit, the game's design slowly crept into my head. And with it the first big challenge as well.

doodling game ideas...


I needed the goose's neck to extend and retract, and attack the player in some yet undefined way (we gotta "duck" somehow, right?). But how to do that? Especially with pixel art? Gladly I had an afternoon at the playground to think it over.

I despaired over the setup of DampenedSpringJoint2Ds for a solid three hours, because they kept exploding in all directions or jumping aorund like monkeys the seocnd I moved the head. But finally, this somehow worked. Literally every "neck ball" (all 8 of them, might need to add more), is on their own collision layer, because this close they would push each other around. Making them small would always end up with exploding goose necks, for whatever reason, and actually the larger I made them the more stabble the whole setup ended up being. I'm done with trying to understand it, I'll just pray to the Ghooth it will hold up until the end of the jam.

still image because i'm struggling with screen recording

Day 2: More neck physics and first gameplay

My availabble time on Thursday was spent ironing out the specific settings of the neck setup (to the result above), and implementing a few first gameplay things, such as a moving character, collisions on the single game scene, and making some more pixel art ... I also tried my hands at moving the duck's head at a target, but it failed miserably and eventually I called it quits to focus on the actual gameplay. I'm hoping to get my partner to code that part for me :D

Really not too much happened that day, except I added a truck and managed to make it transparent if the player passes behind it. Sounds simple, but for a code noob like me, this felt really satisfying to get right on the first try!


Day 3: Trucks

The truck got 99% of its gameplay behavior today!There will be multiple, and they will deliver the Ghooth's food that the player has to then bring the Ghooth. They can now move into the scene, keep track of how full they are, leave when they're empty, and the player can pick up the food from the truck and carry it around ... All that's missing for the trucks now is a little bit of randomization, but i'm leaving that for later, because I'm not clear on the design yet.

the game scene as it currently sits in my open godot project

Tonight, I'm hoping to at least finish the player handing the food to the Ghooth (without animating the thing... I'm still very afraid) and maybe even getting in the Ghooth's request - if you don't feed it the right thing in time, it will eat one of the other cultists! (I think... if it works out... let's see...)

(+1)

Oh my god you had me at eldritch, I am so in. Glory to the Ghooth!

Completely forgot what sort of game you’d said you were making until the very last line, haha, this is going to be an interesting mashup :D

Submitted

Thanks haha! I'm still not sure the gameplay going to work out / be as fun as I'm imagining it right now, but at least it's fun to work on ;)

Submitted(+2)

Day 3 cont'd:

I added an altar where the player will have to place their offering to the Ghooth before going to bed, though it was barely working at that time. The pixelart I'm pretty happy with though. If I have time, I want it to visually improve as the player progresses. 

Day 4: 

Saturday I ran a 6h D&D game, but I did find a tiny amount of time to pixel some more food items before my players arrived. It was a good reset for my brain, though, because…

      

Icons for Food & the Feeding Altar

Day 5: So much progress!

It felt like I hit a switch and suddenly development is running more or less smoothly:

  • I added stands where the player can store food items they don't want to feed the Ghooth yet
  • I also added a garbage can
  • After some testing, I decided the player also needed to be able to send the trucks off, so now they have a lever. Maybe the Ghooth will get angry if you send away too many trucks, not sure yet… 
  • The Ghooth can now eat the offering you placed on its altar (with very janky movement, but hey… the first two times the neck does not explode) and it will react based on whether it liked it or not. It also has an anger counter that does nothing yet.

So, the basic gameplay is technically there! I just need to add the details that will (fingers crossed) actually make it fun. And audio… I've not even thought about that yet.

Features I still have on my to do list:

  • Must: Anger meter and Game Over Condition
  • Must: Timer that tracks the time you survived the Ghooth
  • Must: Start & Game Over Screen
  • Should: Food preparation (peel bananas, crumble the bread)
  • Should: More Ghooth heads! The plan is to have it grow more heads as time progresses…
  • Should: fix that neck...
  • Nice: Cultists making your life difficult (no fleshed out design yet, and I doubt I'll have time to add any kind of path finding…)
  • Nice: A "shop" corner to 1. trade in foods for other and 2. to upgrade your environment maybe?
  • Nice: Add a cutscene! Highly unlikely, but it's on the list anyway

Little WIP Video of the current build - for some reason the colors are really washed out in obs, need to fix that

Wow this is really coming together fast! The hassle of getting the weird neck (mostly) working was definitely worth it, that thing is a nightmare…in a good way.

Submitted

Thanks! I'm still not sure how to get the neck's kinks out, since the dampenedsprings aren't really documented that well... worst case I guess I could keep reloading the scene haha

That’s the game jam spirit :D

Submitted

this is great! I wish I could  rewind and join in writing from the get-go. This is my first jam and will be my first ever finished game (at 47yo. I'm not often a great hobby finisher!) These devlogs you two are doing are getting me even more amped!!

Submitted

Hey, it's my first jam as well at 32 :D And first finished hobby game in about 10 years - even though I've been working ib the games industry for about the same amount of time haha Never too late to start! And you can still join the devlogs if you want, there's still a bunch of days left :)

41 here, idk why this jam is skewing older than most but I’m definitely here for it :D

Also just to add to the peer pressure (again): Devlog devlog devlog!

Submitted (1 edit) (+1)

Days 6-9

The last few days since Monday have been a bit of a blurr. I kept jumping between stuff I wanted to do (pixel art and animating the Ghooth) and things I should absolutely do (gameplay…)

game over screen

the game over screen - my best work so far haha

One big change is that I semi-fixed the neck physics with the help of the godot discord community! It basically came down to: alternating between DampenedSpring2D and GrooveJoint2Ds, as well as increasing the weight of each neck "ball". They were too light and thus physics had too much fun with them! Now, they will still separate a bit, but I've yet to see them explode, so I'm happy!

I also added timers (though I keep running into them breaking randomly) for the Ghooth's cravings, and Anger Bar which will make the Ghooth attack the player (ish)... I still need to block the ghooth from taking offerings when it hasn't decided what it wants. Also, the drawing order isn't always totally right between the ghooth and everything else. But that's polishing stuff…


And most exitingly, I added a second head! That one currently spawns when you get three cravings wrong, but I will need to think about the actual preconditions a bit more. And to be honest it doesn't have much of a behavior just yet, because of course I didn't build the first one modular, so I will have to copy-paste the head code and adjust it for the new one. But I won't do that until the first one isn't finished.

The game is still not really "fun", but it's going forward, so ... fingers crossed it'll actually be fun at some point

New To Do:

  • Record the Teaser/Trailer/Gameplay Footage (started)
  • Implement simple Scoring System
  • Implement Score Board (started but not even remotely there yet)
  • Implement Preparation Tables (peel the banana, cut the melon)
  • Fix the trucks never bringing corn (I can't figure out why they never do EDIT: figured it out, I was referencing the size of the wrong array that happened to be one smaller than the one I thought I was referencing *facepalm*)
  • Finish implementation on the Ghooth's attack - follow player, player can run away, if cultists exist the player can duck behind them

Other Nice to Haves:

  • More complex recipes (I'm thinking a stewing pot that will spit out something cool if you add a couple of ingredients, maybe feeding that resets some of the anger)
  • Fix truck RNG
  • Add cultists to interfer with you (this is still on my list, but it's getting less likely by the day)
  • Third head :D
  • Fourth head?!

Apparently I never commented on this amazing game over screen despite looking at this thread multiple times, and I think it’s because every time I just STARE at how horrifically creepy it is. In the most complimentary way, of course!

We can all breathe a bit easier with the teasers done now I think, good luck on the todo list :D

Submitted (1 edit)

The trailer showcase was a blast! I loved seeing everyone's progress and fun game ideas. Sadly I couldn't join live, bubt watching the VOD was very enjoyabble. Here's mine again, if you want to rewatch:

The weekend showed some more progress and especially polish.

Friday night the kid slept really well so I had a solid 3 hours to work i nthe evening. And on Saturday, I had a full afternoon to myself. So I fixed up some code issues, cleaned up messy or placeholder implementation, and went through my To DoI:

  • I finally figured out how to use Area2Ds correctly! So now my PlayerCharacter is on Layer 32 as well as on 1, and all Areas that should only react to the player check Mask 32 exclusively. That meant cleaning up my hacks from code side that were workarounds for the areas triggering "at the start of the game" as I thought (no, they were triggering because other objects in the scene entered them on game start)
  • The second head is now up and working 90%
  • Preparation tables now working where cultists will peel bananas for you and cut melons
  • The game now has a proper scoring system
  • The game now has cultists sitting around. I changed my original design where I would have had to add path finding to them to actually get them in. Now, they are a stastic little obstacle in your way, and you can duck behind them if the Ghooth attacks you
  • The Ghooth (head 1) can now grab the player (or cultist you duck behind) and has a bit of an animation for eating its victim. (I really just hide the character at that point and have a different sprite on the Ghooth head with the character painted in, but hey, it looks fine haha)

Sunday, my family came around for a belated birthday party, so I had a maximum of 4h that day during my kid's nap and in the evening to work on the game. I spent it with UI polishing:

  • Added in a pause function (if you have a kid yourself, you know how essential it is to be abble to pause a game!)
  • Hooked up all the UI buttons that did nothing previously
  • Figured out I needed to replace the fonts and spent the rest of the night hand-making my own instead of searching for one that fits exactly the pixel size I need. I am still using one external font for the score and score board content (still WIP), but all my UI text and buttons will be my own. Though, I'm not actually turning it into a font. I'm just copy pasting the letters I have into a scene, and adding new ones as I find I need them :D 

Tutorial screen WIP - also featuring one of the duck cultists :)

Today, Monday, I am sick. Already felt it coming yesterday. So progress will be nearly zero, I expect. I will likely spend some time finishing the tutorial screen (the second time, now with new font haha), and hope I'm up and running tomorrow again.

Must have To Do:

  • Finish tutorial screen (I've already started, I'm not going to skip this one now)
  • Finish the score board
  • Figure out uploading on Itch

Nice haves:

  • I really want a third head to spawn once all cultist get eaten… 
  • I'm still thinking about adding a third cooking station with more complex recipes, but … the chances of that happening are slim.
Submitted

Well done everyone on the Game Jam! I'm extremely happy to have made 4th place with my first game jam game, it has me totally fired up for future game jams! 

Sadly the whole family got sick one after another during the last week of the Jam, and I slaved Monday, Tuesday and Wednesday away at bugs (some still remain) and at adding the last feature I really wanted: a proper cooking table (in the end it was fairly easy, as it's reusing most of the code from the other preparation stands, only needed some more pixel art made). The cooking table provides two uses: making a bit more out of the resources the trucks bring you, and if you feed the Ghooth these, it resets its anger! (Which was clearly not clear to anyone on the stream haha) So, if you end up playing again, do try out cooking something from the menu whenever you can, it will help your run immensely!


I also ended up adding a speed boost in the form of a feathered golden ball - which is really just a reskin of the "neck balls" of the Ghooth. It spawns after three correct feeds or so. 


Just before uploading I also realized I had no title image, so I quickly threw this one together (It's a bit cut off in the Itch thumbnail, but at that point I was too tired and ready to put the project to rest to care) :


Hearing people's feedback, especially on the stream, made me realize that this game definitely needs a proper ingame tutorial, but let's see if I really want to do more with this or not. I've definitely learned a bunch of general things about how to approach planning for game jams, and a heck of a lot more about Godot! For now, though, I'm going to play some more Orbis Endless Mode, and probably cozy games for the rest of the week to relax, and then I might go think about making games again.

Thank you all for reading and I'm looking forward to seeing more of all of you in other jams (or a future Indie Den jam ;) )

Jam Host

This was an incredible idea, I had a lot of fun playing your game! So sorry your whole family got sick, that's never fun. Whether you decide to continue updating this game or not (please let us know when you do update it!)  it was an honor selecting All hail the Ghooth for the top 10, and congrats on placing 4th overall! You have our love and respect for sticking with it and making something awesome. We hope to see you in our next jam!

Submitted

Glad to get a wrap up post. Congrats on finishing, especially with illness in the family! 

Submitted(+1)

Thanks for reading along and commenting on the way :) Looking forward to seeing you in a future game jam hopefully!