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(1 edit)

Ok, it clear that I won't make it for the 5PM deadline today. Just to make it clear, I was working on the project to be released on WebGL/HTML5 (which is also one of the reason why I hit my head against a wall many times because I'm not really fond of GDScript in Godot 4 compared to C#.)

Long story short, everything was fine... until I started dabbling into the deeper stuff.

First, the project was named "HELLO-NEW-WORLD" which is a mix of of a play of words with the "Hello World!" program and the fact that the player's role is to control a remotely-controlled machine (a ROVER) on a unknown world. The player's whole "connection" with the planet is through the ROVER feedback.

For example: Main Menu and settings :

By the way, that planet & moon in the background are animated (rotations with winds & clouds & dust moving around it) 


Works 100% fine! Musics & Sounds works great!
For the music, I have soundtracks from a group that I have purchased licenses from that sounds like a simplified version of the Interstellar (one of my favorite movies of all time) movie's soundtrack.

The story... all done! Simple story where the player is introduced to the game's settings via message (like below) and has a tiny bit of humor. 


And this is where things crumbled down HARD.


Long story short, the menu is divided into 3 lanes.
Lane 1 (left) is where you select parts of the rover you want to change.
Lane 2 (middle) is where you select either a permanent upgrade or a part to insert in one of the available slots of the rover.
Lane 3 (Right) is where you see the result of the selected part as well as a (kinda) preview of what the part (or upgrade) looks like.

The game has 8 primary stats and 3 secondary stats.
The game loop works fine, but I couldn't work on the implementation of the stats to affect the parts of that loop.
(Things were too fine for a while and I should have stick to a non-stats-based gameplay and instead expends on the gameplay loop.)

With all the work I have put in the that menu above, the main game (controlling the rover) is bare-bone and the environment is incomplete (which lacks in objectives and obstacles).

Even if I have failed to finish for the DevJam, I got to say that there's some really nice things in this so I'm not throwing it in the garbage. There's a crap ton of stuff that I would actually want to put into this game (with more time needed obviously). For example, I did a really quick job with the 3D models for the rover's instance. You don't see it on the screenshot above (it only show 2 parts), but I made 24 possible parts (all of those things in the middle that aren't permanent have their 3D part instance when installed). I didn't had time to put proper animation into it at all (like robot arms and lights & blinking things, etc.) I would also prefer if I could make the part adapt better to the ROVER's body (instead of being square like above). Thinks like actual links/wires/connections between the rover's parts and such.

Also, I would most likely burn that menu above and rebuild it from scratch (for a 4th time), but this time, I would put the menu in better "layers" with something like a separate tab for the upgrades, a proper dedicated ROVER customized menu and a pre-mission launch menu (which, right now, there's NONE! you press _LAUNCH and you're thrown on the planet immediatly)

Also, that Tutorial... well, I couldn't finish it because that freaking hellish menu above couldn't work properly due something I coded to avoid certain issues... which ended up creating their own issues (basically erasing the purchase and part installation, without refunding the funds wasted.)

I hope you had more success than me. :P

What sort of display were you planning for the rover interface?  For the jam, you could have cut the upgrade system for working on the rover interface to allow for a game loop of sorts and then added the upgrade system later if there was time???

From the screenshots you posted, it looks really nice, I am definitely interested in looking at it when you finish it.  I imagine you had planned some kind of resource analysis, gathering and management to lock the rover customisation behind game the gameplay of exploring the planet(s) with a rover?

It's a shame you didn't pull it together in time, but if my imagination us accurate with what you have already been making it sounds like the kind of game I'd enjoy.

My full idea for this project (outside of the Jam) would be similarly to the "jobs simulator" you see around where you do a number of task each day and you get the result by the next (in-game) day.

The game loop for the jam was "kinda" done in a beta-early-sense, but it only felt like a chore to do, not like a game at all. Basically, you have a limited amount of time (with a timer) to look at what the ROVER has detected on a 2.5D map and you give "task" like "move there", "scan that", etc. The map is randomized in elevations and hidden discovery. (It's a 3D map, but displayed in a isometric view.)

The stats you see in the menu are relative to what the rover can do: how fast it moves, how long, if it recharge during the night, how long it takes to scan anything, how far it can find anything, etc.

The upgrade system is kinda required to make it so that doing it more than once gets more fun. Each discovery gives some budget and that budget can be invested in upgrades which makes the next run with more potential. (In other words, it's ultimately a Rogue-Lite.)

I think one potential good way of changing the project will be to make the UI less "concentrated" and more "Tab-based". For example, it could be a fake-like PC desktop when the player interact with the software "installed" on it. This would allow additional elements like conversation with management (of the in-game company who hire the player), access to past logs, better data caching and management between the menus (instead of trying to run everything at once), etc.

Then, for the gameplay loop, instead of a 2.5D map, I would actually prefer to generate an actual "story" with the actual rover. Being able to replay the "previous" day live with something like a time lapse setup like if you watch a video, but with actual access to everything the rover actually has: a view of each camera installed, radar/satellite scans and more potential tools (like seismic charges, X-Rays, etc.).

For example, even if the tool onboard the rover doesn't find something to put a pin on, maybe the camera caught something that a player can notice. (The replay system wouldn't actually save footage data or anything, but would use a mix of seed-generated environment mixed with actual forth and backward calculations with timestamp-like nodes and events.)

I would also think of expending the shopping experience in a different direction. Instead of unlocking stuff and buying it at a fixed price, something like having multiple brands and sellers offering different prices for different quality of items.

And then, the way to "loose" a rover would be better defined. In the jam, I was looking at cheating a bit and making the battery consumption slightly above what can be regenerated. Your rover gets disconnected if less than 2 wheels and/or tracks remains or if the battery hits 0.

I think that the battery is important, but that it should only be a "game's done" if it lacks ANY rechargeable features and, as such, the durability should play a much bigger role. Component gets damages by X or Y reason and battery can break down, solar panels gets easily damaged by certain type of environment (or weather event) and wheels gets damages as it rolls around. So even if the battery is drained, that rover shouldn't be "done with", but instead should simply "stay put" while other potential source of data keep recording if applicable. (For example, you may buy and deploy a satellite and while the rover is "offline", the satellite keeps recording, or at least, you can access the satellite view of things during a limited coverage time.)

Then I would see that the rover customization and simulation would be more advanced. For example, various "scanning" and "analyzing" methods and tools (which can also break down). If you don't bring the right tool, even if you find the "hidden" resources, you can't gain anything from it.

And another thing I think I would add is multiple "life" (or rovers). For example, being able to send multiple rovers at once and when one's down, you can deploy another and so on. (There could be option on the deployed satellite to add more rovers) Only once all rovers are down that you move on onto the next "mission".

And lastly (and really important if I push this onto the serious board), dynamic planet biomes is a must. For the JAM, I limited myself to a Mars-like environment, but I would like to see something with lots of different biome: sand, water, volcanic and even vegetation. Not to an extreme like No Man Sky (with creatures and lots of generated stuff), but at least having weather, temperature-related behavior (ice, vapor) and ground-related dynamism (like water, lava and mud). Having things like snowstorms, sandstorms, rain, eruption and even tsunamis would be really cool (especially if you can move forward and backward during the event. You could see the "end" coming to the Rover before communication is cut.)

That's a rather big idea, lots of different and complex elements, if you manage to build it all.

Sounds like the focus would be more on the "job" as you say, more on the player conducting the role, than the behaviour of the Rover, not played many games like that, but could be an interesting experience so long as the learning curve for a new player is appropriately managed.

Good luck.

Wow Wow Wow... that's a whole lot of stuff you want. Sounds like something fit for an AAA game though.

I think it does have something as an interesting base. What you can do though if you want is to feed these ideas to AI and ask it to tone it done (giving it the amount of time you want this game to be live) and ask it what stuff you should do to get the bare minimum and still entertaining (if it is not entertaining, it is not a game right?)... but importantly ask it to give you ideas on now to design such that the foundation you build for the game jam provide sockets for you to plug in new features/functionalities later.  I think AI will be very good with this in terms of limiting your scope of development.

But man, that design is dope. I think thought the one where you goes crushing down (that complex UI part) perhaps there is a gem hidden there that need extreme creativity to reduce all that into simple /intuitive game play experience.