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[Devlog] Cats Volleyball

A topic by YHY_games created Oct 01, 2020 Views: 558 Replies: 16
Viewing posts 1 to 16
(1 edit)

I will upload the development log here because I do not use social media.

The main goal of this jam is to make this game a playable demo until the jam is finished.

Other optional goals are - Complementing the shooting game submitted in the last Godot Wild Jam#25 - Participating in Ludum Dare 47 - And participate in Beginners Circle Jam #3.



Today devlog 01

I was thinking about putting off the development a little bit and doing it little by little for devtober's portion, but I decided to do it in advance because I thought of it.

I changed the motion to a cos code when the ball hits the wall or the floor.

Until then, it had been plastered with a set vector value and corutin, but it was designed to adjust the magnitude and duration of the scale changes depending on the century.

(1 edit)

Today devlog 02 (Translated into Papago)

I was going to complete the Options menu today.

However, I upload the development log because I thought that I should just sleep while struggling with bugs that I don't know the cause.

Before creating an option, create a save file so that the settings are not initialized every time you play the game.

I made a recall of saved files.

Rather than making it from the beginning, I took the code that was written in the previous version of this game and improved it.

It was written in April or May, and at that time, I thought it was such a cool code that I thought I had no place to fix it.

Looking at me now, there were a lot of strange things.

I'm going to transfer the variable I referred to in a single tone to another variable, and then I'm going to replace it with a single tone.

Or unused variables that don't cause any problems with annotating.

There were many cases where the two above were combined and so on.

I've improved these parts more intuitively and simply, and I've also recently used the functions that I found while searching for new game ideas.

'wrapi' and 'range_lerp'.

Thanks to "wrapi," I was able to move the menu directly from the last menu to the first menu when I was touring the rudder like any other game.

'range_lerp' now allows the computer to convert to a specific range of values without having to create complex equations by itself.

It worked out well, but there's an unexpected problem.... In the Options menu, there was a part that referred to the option value written on a single tone and marked it on the "text" value of the Label node.

I made a case for each reference value using 'match'. But somehow the function didn't recognize the value at all, and I used the print to print it out in the debug window, and the value itself was fine.

When I created an exception case called '_:', all of the cases made of 'match' were against the exception case.... I just plastered it with 'if / elif' and it worked fine.

Is it an engine bug? Not long ago, there was a similar problem. It was to distinguish the number value by 'match', but I couldn't recognize only one number, so the exception case handled it.

I still don't know why this problem happened.

I thought I could complete the option menu if I got a little bit more bite. That's what I usually do, but Devtober does it all October, so I thought it'd be a good idea to rest a little bit for the long-distance race.

If I do what I have to do first, I don't know what to do until I make my next plan, so I'm thinking about doing it little by little and planning ahead.

(2 edits)

Today devlog 03 (Translated into Papago)

It's the Ludum Dare period for about 3 days from today.

I'm very excited because it's my first time participating in Ludum Dare. There was something I liked about the theme, so I came up with an idea in advance, but another theme was chosen.

I don't have to make a game that matches the theme, but I decided to try it because I thought it would be an ability to come up with a game that fits the theme.

But the sentence 'stuck in a loop' was very unfamiliar to me...

First of all, I was watching other people's developing broadcasts on the switch and thought about the concept that fits the theme.

Wouldn't it just be a repetition of the same thing? But it was a game, and I thought it would be annoying if it was a complete repetition.

I thought it would be better to repeat the same situation rather than the action, and I sketched the idea right away.


I used the pinpoint2d node to create a box that rotates left and right, and I came up with a game to put gifts in it.

Each box has a certain amount of gifts that you must put in, and you can fill the rest freely.

If you don't want to fill the present, you can just rotate the box to the side and send it away, and if you don't close the lid, all the gifts will spill out.

Gifts are created in separate spaces above, where gifts sometimes randomly pop out of the space, or things that should not be put in boxes. In that case, you have to drag it out.

If you fill it up in a rush, the box will tilt and spill out, or you'll fill it up, and you'll have to fill it up again.


First of all, I made boxes and contents.


And then I put the lid on it, and it suddenly goes around and around.

It also shows scratching as if the side was itchy.


I just run the game, and it's going crazy on its own.

Physics-related nodes are too difficult to handle....

Come to think of it, I thought it would be fun to fill up the contents in this crazy box and then spit it out again.


I've been working on this and that, and now I'm stable.

So I applied an impulse through the code and made it spit out the contents.

Because of the lid, the weight was so high that I separated it from the rigidbody and made a separate static body and connected it to the pinpoint.

It's good that it doesn't weigh, but it keeps moving regardless of the border, so I added a static body to cover the lid.

I thought about changing the concept at this point. So I did the second sketch right away.


Instead of a box, I put a person's head on it and put this and that in my mouth.

Sometimes I feel like I'm eating well and then I spit it out. Sometimes I eat something wrong or something weird goes into my mouth, and I think I can make a lot of situations.


I only applied sprite.

It's not easy to code the movements I thought of...It's a simple prototype, but it doesn't look that fun.

It's one of the chronic problems...Because I'm trying to estimate the graphic resources, the size and location don't match at all of them.

So we keep modifying the code to fit the location of the modified resource and then modifying the resource to fit the code again....

The work I'm doing may go well with the theme.

That's all for today.

Too much time has been lost in constructing a theme-specific game scheme and a tree for the point node.

The idea I'm thinking about now is whether it's fun or not and I don't think I'll be able to submit it before....

I guess I really wanted to do well because it was my first Ludum Dare.

I've been playing games to take a break, but watching YouTube videos doesn't soothe my helplessness or despondency.

(1 edit)

Today devlog 04 (Translated into Papago)

I watched a YouTube video yesterday before I went to bed.

When I woke up, my feelings from last night disappeared like a lie.

Rather than thinking about failing, I thought, "What will I make next?"

But I couldn't think of a new concept easily.

While I was brushing my teeth after eating,


I kept thinking of this gif of the prototype I made yesterday.


Objects pouring out of control...

First, I decided to remove the lid of my mouth and just change the texture.

Because it was so awkward.

And the player controls the character that plays the role of the box.

I've created a random creation of objects that go in it.

So that the player can put himself inside the character.

And when you come into the character, you put a separate screen on one side of the screen, like an inventory.

I wanted to make an object flip and drop there using a rigidbody.

So today, all day long...Not to that point, but I think I've been developing it every time I use a computer.


I've decided to make it up to here.

In fact, this was the limit.

I thought that if I held on to it more, it would only increase the amount of objects that are annoying.

That's what I felt in my experience.

I had time to organize the objects and catch the bugs.

This time, I finished here and put in the sound that I couldn't put in because I didn't have enough time in the last Godot Wild Jam.

https://www.zapsplat.com/

http://dig.ccmixter.org/

I downloaded sound effects and background sounds from each site.

This is the end of today's development log.

Today devlog 05 (Translated into Papago)

Today I fixed the bug in game I submitted to Ludum Dare.

It's been a day and a half, and I didn't know bugs were there because I didn't have any feebacks on bugs. LOL

Almost in the afternoon, I woke up weakly, ate, fell asleep little, and went to the Ludum Dare page.

I checked the alarm with comments and I was able to get a feedback on the bug in the comments.

Besides, there's nothing wrong with running it in the editor, but it's a bug that appears when I play an export with one file.

The enemy created in the game was sprites randomly generated in many places, but the location itself was fixed up to the left.

No matter where the sprite is, the enemy has to attack from the upper left.

There is no code that directly touches the enemy's sprite position.

But it's only in the upper left corner that all the objects in the enemy's position are created in the upper left corner.

While I was opening this and that, I found something strange.

When the enemy created the pill object, they referred the target to the node path, and they looked at the target and rotated the vector value.

But the variable with the node path was empty.

But there was nothing wrong with the game.

I don't remember if it was empty from the beginning or if I pressed the wrong button to delete it, but the last time I saw it, it was empty and there was no problem in the game.

What was it referring to? I've reproduced the process of creating pill objects.

When I create a pill object, I did not create an instance scene from the beginning.

I just wanted to get the results right away, so I made a local scene of a pill object, and I left it and kept testing it.

It didn't bother me to target the player in the game.

But when I saved the pill scene as a separate scene and opened the scene, the node path part was written in a string.

I think it's because the root scene has changed.

So, I wrote down the script directly the node path and the bug was fixed.

In addition, when the player spits out the pill, player adds_child to playerself, not to the root scene, so that when the player rotates, pills are moving away.

I took a rest after this much today.

It's only been 5 days and I feel exhausted already.

If I hold an unknown problem until dawn, I'll be completely discharged for a few days...

This bug was fixed quickly, but I think a lot of things happened, including not only the bug, but also the process of re-modifying ideas for game fun.

So I'm going to stop here today.

It's only been five days since I changed my mind. I have a lot of time, right?

Today devlog 06 (Translated into Papago)

I took a rest today without direct development.

So I came up with an idea on how to improve the game that I submitted to Godot wild jam.

No one pointed it out, but there was something I personally didn't understand.

The more I thought about how I could fix this, the only thing that came to mind was the idea of getting further away from the original.

I thought changing the core function was a sure way, but then it would be a new work, not an improvement, and it would be hard to find a difference from other games.

I'm still thinking about it. On the other hand, I think I'm obsessed with ideas and holding myself back.

(2 edits)

Today devlog 07 (Translated into Papago)

I was going to wrap up the option menu today.

First, I added a language setting item that I forgot.

Then I created an event to modify the value.

I divided it into the menu where you can modify the value with the left and right keys and press the crystal key to move on to the next menu.


??

The text on the label overlaps with the previous value, whether frame drop is occurring.

And the price went up twice, not once.

I thought it was strange, so I checked the print function and debug window, and there were two events that updated the value.

I looked through the script once again, but the event to update the value only once when I modified the value.

Besides, it's a 2D game, so there's no lag, and the previous value stays on the screen, so it's strange that it overlaps.

In the past, when I used the _Input() function to create a game, I pressed it once, and events often occurred twice.

I still don't know the cause. But I thought it might have something to do with it, so I moved the event to the _process() function.

But it was the same.

While I was frustrated, an idea hit my mind.

'Maybe, Isn't there two option menu?'


lol

I ran the game and checked the remote tab of the inspector.

I checked the script of the main menu for why it was created twice because the option menu is created in the main menu scene.

But there was no problem with the main menu.

And then there's another thought that goes through my head.

'Maybe, Isn't there two main menu?'


Oh, don't bother me.

The main menu is created in the title scene.

So I added a print function in the title scene and checked the debug window.


The contents were made to run only once when any key was entered using the pool variable.

The input part seems to run only once, but the function below it has been called twice...

The cause is unknown.

And _input may have caused the problem.

If I can't find the cause of this problem by tomorrow, we're just going to press a certain key to fix it.

Today devlog 08 (Translated into Papago)

I solved the bug.

I thought it wasn't a script issue because it kept running twice even if I added coroutine.

Then one thought that suddenly crossed my mind.

'Maybe it's calling a function from an animation player?'


Oh dear...


Now I can modify the value without any problems.

I was going to use the setget function to apply the value immediately, but I didn't put the value in each variable, but I bumped it all into one dictionary.

I should make sure that all items are applied whenever the dictionary is updated.

It's 2D anyway, so it won't lag.

Beginning tomorrow, Beginner Circle Jam will start, and the next day Godot wild Jam 26 will start.

I don't know why I went in two at a time, but it just happened.

Beginner Circle Jam went in because I wanted to experience team work, but I don't think I can find a team...

I think one of you should go out or something. LOL

Hey, awesome! I'm just a casual player and don't code but the animations and games you have started look really cool.

I love the animation of the cat bashing the volleyball. That's really fun!! Hope to see more of your progress!

고양이 피구 next! ㅋㅋㅋ

Thank you very much!

Yesterday devlog 09 (Translated into Papago)

I was so sleepy the night before that I forgot to write a devlog.


I made it to apply as soon as I modify the value.


Yesterday devlog 10

Beginner circle jam from yesterday and Godot wild jam from today.

Today, I got a team member to join Beginner Circle Jam.

The team member set the main concept and I went by creating graphic resources as ordered.

I was going to fall out because I thought it would be too much if I played Godot wild jam, but I'm a little greedy because I can choose one of three themes. LOL

Today devlog 11, 12 (Translated into Papago)

I drew graphic resources and concept art for Beginner circle jam.

Godot Wild Jam decided to give up. I liked the theme, but I decided it was impossible because the test period overlapped.

I'm thinking about making a simple game with just a theme regardless of the jam.

It's my first time doing division work, but I don't think there's any problem so far. This jam is given 2 weeks in plenty of time, but as the amount of work on one side has decreased due to division of labor, I think being able to focus on the rest of the work is also a big factor.


Work piece

Today devlog 13 (Translated into Papago)

I drew graphic resources and concept art for Beginner Circle Jam today.

I don't know if I can do it right.

I made the game score setting part of Cats Volleyball.

Today devlog 14 (Translated into Papago)

Ugh, the test period is finally over, but the cause is still lethargic.
I don't usually study hard, but I'm not comfortable with what I have to do.
I've been working art for a while in BGJ.
It's a horror game, so I'll look for references, I'll look for horror games...
It was a lot of fun. Normally, I'd just draw whatever comes into my mind and pick it up.
The division of the work made me feel more relaxed.
That's why I was able to focus on the art more than usual.
I was amazed to see that he worked with the game maker for a long time and created something cool.

https://humanerecord.itch.io/wheezing-kennel

Now that BGJ is over, we have to go back to the main project....
I'd like to put aside my development for a while and have a good time. LOL





Today devlog 15 (Translated into Papago)

At the beginning of the game, I added jump balls, services, and added shadows.

Today devlog 16 (Translated into Papago)

I reduced the time when I hit the ball, I added an effect sprite, I created an event to hit the opponent with the ball, and when you got all the set scores, the game ends and you go back to the main screen.

Actually, I don't want to look like this, but I think this is the code and production that I can make with my head.

First of all, I'm thinking of lowering the goal and completing it.

(3 edits)

「Devtober Post Mortem」

(Translated into Papago)

- Objective

My main goal at Devtober is to make 'Cats volley ball' a playable demo.

The optional goals were to supplement GWJ games and participate in Ludum Dare and BCJ.

- Achieve

If you force it, you can play it as much as the game, but the demo...Not to the level.

Ludum Dare, and BCJ games, all submitted.

- Good things

I had a lot of fun participating in the Jam. Of course, I've had more time to be frustrated...

I tried to test ideas quickly and practice changing them quickly by watching videos of GMTK together.

Sometimes when I make a game, I feel like it's wrong, but I still can't get rid of my obsession with ideas.

Although Ludum Dare didn't make a good game, it was good to try to change ideas quickly.

I made it similar to the game I've made before, and it was great to get feedback that I didn't get then thanks to the active feedback from the Jam participants.

BCJ was the first to collaborate with someone else.

I've wanted to collaborate a lot, but I couldn't try it because my skills were too much.

But I saw an opportunity at BCJ and had a good experience. No matter what I do, I heard that the first memory lasts a long time, so I was worried that I might have a negative experience, but fortunately, I think it ended well.

- Bad thigns

The main goal, Cats volley ball, was very slow.

I think I've made the least things I need, but what do I make next? I hesitated for a long time.

It was a test period in the 4th week, but I was so lazy because the burnout came again.

Even though I had enough time, after when I handed over BCJ's collaboration work, I either played the game or took a nap.

I didn't touch the shooting game I submitted to GWJ...This is also a problem caused by laziness.

I've thought about a lot of ideas and improvements, but it's a lot of pressure to put them into action.

First of all, I've been thinking about what to do with all the knowledge I know, but I haven't come up with a clear idea.

But every time I try, I risk a burnout. ← It's the most common part.

The original goal was to make a demo version with constant effort by adjusting oneself well so as not to reach the burnout state.

But I failed the most important goal.

- Result

Um... I don't know...

After all, there's nothing I can do by myself.

I can't upload the demo version because some of the essential features of Cats volleyball are still missing.

And as I keep making it, I feel like this game is wrong.

I've come too far to try to fix everything from scratch, but I don't know what to do to keep making it.

I've said burnout, but if you just try to build something beyond your level, you'll feel lethargic and it'll bother you feel like everything's bothering you. This is maybe n't a burnout, it's just natural laziness.

I'd like to find out if there are similar cases and how to solve them.

This laziness is the root of all evil for me.

But the experience with Jam was very interesting, and not only playing other people's games, but also getting feedback from others was a very fresh experience, and I'm not going to hesitate to get feedback from them.