The making of Pogostick Granny
Hi all, this is my first compo, and I don't really know my way around too well, so please bear with me. :) I've been programming for years, but I've never done an official jam before. For LD38, I had family stuff going on during that weekend, but I went ahead and did a little jam of my own, following the same rules as the compo.
Unfortunately, it was a complete failure. I was trying to do a text-based adventure / dungeon crawler game, neither of which genre I had really tried before. But I'm terrible at art creation, so a text-based adventure game should be the best choice, right?
No. I spent the entire first day coding the back end, and I hand only gotten the first test rooms made by the end of the second, and there were all kinds of bugs, and worst of all, it wasn't fun. Uggh.
This time, I had something going Saturday morning, but I decided to participate anyway, so I got started at about two o'clock. I wanted the game to be different right off the bat, so I decided to have a different movement style. And I wanted it to be funny, so I came up with a granny riding a pogo stick. To fit the theme, I decided that her pogo stick was an electric bounce assist pogo stick, and she had to go around collecting batteries to keep it from running out of power.
Probably the biggest thing I learned from the unofficial jam I did before was that I just could not create the entire back end in time. I had to rely on someone else's back end code. That seems to be the paradox of Ludum Dare; you have to make the entire game yourself, but in order to survive, you really need some help. :P
Pogostick Granny runs almost entirely on unity's physics engine, so the amount of coding I had to do was very minimal. Still, it took me over four hours to get the bouncing feel somewhat close to right. That mechanic was going to be way better, and more important, but I just didn't have the time, and had to scrap a bunch of ideas. By Sunday at 10 o'clock, I was still in prototype mode, and still needed a city, all the art for a city, including cars, buildings, and other stuff. I also needed all the music and sound effects.
Now, I'm pretty terrible at art any way you look at it, but I do two things fairly well; hand-drawing terrible art, and making cartoony-feeling copies of other stuff in paint.net by tracing the outlines and filling in open spaces with solid colors. Having access to a scanner, I decided to take those and get the best of both worlds: Crappy cartoony-feeling copies of hand-drawn art! Yay! But at least it was fairly quick...
By about 6, I had a town with a few of buildings, and batteries scattered around, and cars going by that you had to avoid. It was playable, and kind of fun, and the bouncy movement was a novelty, so I called quits and made a sound track. I had a riff that I had recorded a while back, so I made a song out of that in LMMS, and a quick sound manager in the game. Finally, it was 7:30 or so, and I went to the Ludum Dare website... Sheer madness. Every page took five to ten minutes to load, but thanks to the super submission hour, I made it.
I got a build up on GameJolt, and had my younger siblings try it out. They had some friends over, and it turned into a huge deal, each of them taking turns trying to keep granny alive the longest, and they were all shouting and laughing. Lol, I love it when people find so much joy in something I created, especially when I don't think it's all that great.
Anyway, I had a great first compo, and look forward to jamming again! See you round the Universe!



One path complete! Two more to go and an entire ending scene! Let's hope I can make it!









your world!
Guys try my game and please rate it honestly I'm so ready for negative and positive comments. feel free to review it on your own perspective














Play online: https://yunatan.github.io/



















https://ldjam.com/events/ludum-dare/39/reserve-battery




GODOT ENGINE















For the past few attempts, I've picked Unity3d as my tool of choice. This time around, I took a different approach and created a HTML game using
This is the code used to define what a block/tile does. The number represents the id. 








