I looked on the Discord yesterday. The theme is: "In The Deep"
EthanEddy
Creator of
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Thank you, I'm glad to get feedback on the humour! I think my favourite piece of arrest dialogue to record was "You can't even get a car on this road!" although I'm not sure the dialogue randomizer is working correctly.
I'm considering working on this for the upcoming "Improve My Game Jam." I might lean into your interpretation and add a little opening cutscene where his dream car was "hit by" a jaywalker or something of that nature. Thanks for playing!
Thanks for the feedback! The controls definitely need a redesign, and the collision detection could use some polish. Game feel is probably where I have the most challenge right now.
I'm glad you appreciate my generalism! That's the one thing I got the best feedback on in the previous week-long jam I did, so I'm glad it came through in a shorter jam. It can be tricky to set priorities when you're wearing so many different hats.
Yeah, I'm regretting not paying more attention to the movement controller and interaction collision. If I were to update this, I think I'd change the controls to walk with W and look with the mouse and change the ray cast that handles the arrest range to a semi-circle in front of the player. Thank you for the feedback!
I love the concept. music is great, sounds are great, the world building is insanely good for a 72 hour jam. The controls, being the center-point of the game, are likewise amazing. I do wish I could continue to wind-up while in motion so I can keep going, and it would be nice if the acceleration was a touch slower to enable turning. I will be keeping this one to play from time to time. Would love to see this developed more.
Hello fellow Godot Developers,
I would like to inform you that the code provided in the Leaderboards for Godot link on the ScoreSpace Jam #33 page is deprecated, as development mode is a deprecated parameter (see Authentication Request in the LootLocker documentation). In order to get the provided code to work, I had to set var development_mode = false even when in Staging mode. I also had to nest Lines 119 - 122 in a conditional (see below for all changes) because the first time you run the game, no leaderboard will exist and json.get_data().items returns null.
5 var game_API_key = "dev_your-api-key" 6 var development_mode = false 7 var leaderboard_key = "your-games-leaderboard-key" ... 119 if json.get_data().items: 120 for n in json.get_data().items.size(): 121 leaderboardFormatted += str(json.get_data().items[n].rank)+str(". ") 122 leaderboardFormatted += str(json.get_data().items[n].player.id)+str(" - ") 123 leaderboardFormatted += str(json.get_data().items[n].score)+str("\n")
Let me know if you found this helpful.
Happy Jamming,
Ethan
Hey everyone! I just saw the rankings come out and, since this was my first jam, I wanted to take this opportunity to collect and share some thoughts on my experience.
First of all, I was beyond impressed with the quality of the other submissions. My cousin and I took turns playing all of your games for hours while I was voting, and we had a blast doing it. I was especially impressed by the variety of enemies and mechanics many games had.
Secondly, I was beyond honoured to have my submission be voted 4th overall and 1st in Art & Visuals. The feedback I received was so positive and constructive that I feel I couldn't have chosen a better jam for my first venture into the space. Coming from a programming background, to see the work I've put into the visual arts pan out in a tangible way has been a major motivator for me to get into game development more seriously.
While I will continue to make many of my own assets in the future - as growing a well rounded workflow and skillset for myself is important to me - I recognize that I neglected the gameplay and player enjoyment a lot during this jam by focusing too heavily on asset development. In next month's jam, I hope to spend more time on completing development for the gameplay loop, and I'll be spending the time between then and now hammering out a more efficient workflow for the visuals and basic gameplay elements.
I look forward to competing and cooperating with you all in future jams,
Ethan
I started using Godot for a similar reason (I loved python and GDScript is similar in syntax and architecture). I've played around with it for about a year, mostly proof-of-concept stuff. For example, my last project before this was a procedural world generation system that segmented land into continents and then into faction territories. This was my first asset-centric project. Most of my other stuff is just toying around with computational problems.
Thanks, dude! I used Godot mostly because I'm most familiar with it and because I tend to prefer open-source software. The biggest con of Godot as a 3D engine - in my opinion - is that asset placement isn't very straightforward. For a game jam project like this, I think the prototyping benefits of GDScript outweighed the clunky 3D asset placement. I did see someone here on itch make a plugin that solves that, and I might consider buying that later. Otherwise, I was really happy with their 3D support and - especially with an open source project like Godot - the more people use it for a use-case, the better supported that use-case will be.