Well, the jam deadline has been and gone and I did not submit this game. Turns out, the game idea itself wasn’t the overly ambitious part, the “spending two weeks making a game without something major interrupting” was the overly ambitious part. So we had a real life thing come up at the weekend and I had to abandon my dreams of glory. Such is life!
My goals for this jam were to:
a) Learn more about rigging and animating in Blender without it feeling so precarious like it’s all about to stop working if I press a single key wrong.
b) Learn about navigation agents in Godot in a small self-contained project without two years of legacy spaghetti making it more complicated.
Both of these were a massive success, and I’ll be using all this new knowledge in my main city builder project. Hooray!
As a bonus I also learned an important optimisation technique for particle systems in web exports, and generally got to practise my low poly modelling. And of course, I learned a lot about the differences between ducks and geese.
I’d love to say I’ll finish the game anyway and update this post with a link, but we all know that probably won’t happen. Still, after a week or so break I’ll hopefully be ready to take part in the anniversary edition of the Godot Wild Jam, so if anyone wants to join me for that one feel free :D
Congrats to everyone who actually did submit, special shoutouts to obscure gods and Brandon Saiz for joining my devlog initiative, and I’m off to play your games now!