Starting is always the hardest thing. Or is it? I've always been a little bit good at starting things. Not so much dishes when they're piled up at the end of the night and the dishwasher is still clean and full. But hobbies, for sure. It's the finishing part that's next to impossible. But I had a new Chromebook for spending time on the couch, with my wife, and I had this weird, clunky, 4.0 Linux build of Godot to work with. I decided to dive into a hobby that's eluded me since I taught myself the basics of C++ and DirectX out of textbooks around 2004.
With game programming, it's always the complicated things that bog me down until I get frustrated and quit. Everything starts to feel like a poorly designed plastic seal on the inside of a sour cream container that's only going to drive me mad and end up slathering my fingers in a nasty condiment. So when the theme for the jam was announced: Duck, Duck, Goose, I decided to go as simple as possible. It's my first game. Let's keep the scope down and have fun! I grabbed some bird assets, some underwater tiles, and an idea for a silly action game.
I needed a protagonist to keep the player underwater for as long as possible, and I had been wanting to try out some of the free sprite creation tools that are out there. I spent a surprisingly short amount of time on Piskel making my simply animated "bad guy".
After a bit more than a week, I've got the bones of something that seems quite fun, and I spent much of yesterday getting some UI and a title screen done. It's the area where I bomb out pretty quick doing tutorials, so I made this one super quick and stuck to a lot of what I already know. Maybe there will be time to refine it over the weekend, but -- at last, I reveal my title screen!
you may notice that those are not geese butts sticking out of the water. That's right -- my placeholder has been replaced by some original artwork, and I have a protagonist. You'll have to wait for that reveal until Saturday's showcase! I've got progress bars to learn!!