This is my first Ludum Dare and going in, my thought where to just finish somthing and it turned out in another, more unexpected way.
Let´s start from the begining. I code for pleasure and fun, I am not very good and I can´t use blender or any other cool software. My initial thought going in where to make a physics based game without any fancy animations with other peoples models. I was aiming for the JAM, even though I am a solo-dev, just to get an extra day of work and so that I could use other peoples assets.
The theme was announced and I was planning on what to do with it. My initial thought was a kind of top dow/third person-space-vehicle racer. I started with making a cube that I stretched out to the shape of a yellow space-thingie (still just a cube). To make it more graphical before I added a model later I smacked on two blue blocks tilted to represent the cockpit glass. I added two point´s, one in the front and one in the back. I then just added forces for the horizontal and vertical axis. If you press forward, the mainEngineForce is applied straight from behind in the aft point, if you turn, forces are applied to the forward and rear points vid forces from the side. Now the physics was created and is pretty mouch the one that is shipped in final version.
My camera-follow-script was a bitt laggy, especially in the web version so I replaced that with a static camera that looked at the player and changed the FOV depending on the vehicles distance to the camera and I got that to a nice state. So on to the next part.
To have a place to drive the vehicle I made a small track made out of plane´s rotaded in 15 degrees intervals and then added railings, the first thing since the vehicle to have colliders and placed them around the track. I now was a short nights sleep and 12 hours into the JAM and my friends started to wake up, I pestered them to beta-test my game, a huge thanks to you guy´s for helping out with feedback, and one thing was given to me across the board. Your car is way to slippery. hmmm It is not a car it´s a space race-vehicle. Well, I tweaked the camera and vehicle-performance to handle better and I started to add an UI and a menu. At this point, still quite early on saturday I was fairly finished with the main gameloop and I decided to try to aim for the compo instead of the JAM. That meant I could not add nice assets and that I had to do my own.
This was the game state when I went to bed on saturday evning and when I woke up on sunday it was clear to me what I had to do. If everybody thought it was a car, I had to make it into somthing people understood. But what had these kind of physics. I came to the conclusion that a hoovercraft could be possible and after a couple of iterations I landed on using a swampboat.
A quick redesign, just using unity cube´s offcourse, and I hade made the reneck swampmobile.
This design sparked my imagination and the story of a redneck, stuck in a loop, unable to get home, started to form in my head. Then It was the dreaded sound design. For my space craft I had made a swooping engine-sound by recording a compressor and beating and looping the sound in Audacity until it was atleast a bit SCI-FIy, well that did not fit the swampboat. So a new sound was needed and I took a walk around my home looking for things with a more corresponding sound. I found my snowblower in one of the outhouses and recorded it on a couple of starts and a continous running sound. Back to audacity, and It did not turn out perfect but acceptable.
And now, it was a simple downstretch in just populating the swamp with trees, And did I do that, you have no idea. I made a couple of base-prefabs and dupicated the heck out of them. The scenery looked amazing, I exported it and started the game. It was unplayable. Totaly unplayable. Apperently webGL-version don´t like lika a million threes made out of 10 cubes, very strange. So I had to start with the optimizing process. Tree´s was removed and mountain-cubes and hills was added instead.
The last thing I had to do before submitting the game was finalizing the online highscore system. Since I already have a webserver for hosting the game, I threw togheter a snappy little PHP-script and a MySQL-database. Unity is now able to ask for the top ten times and to store a new laptime, as of just now over 400 laps have been compleaded and logged to the database.
The startscreen got the finishing touches and I was wondering how to avoid the dreaded wall of text to explain the backstory and I turned on the mic, moved it away and just yelled it out. Smack, good enough. I exported the project again and playtested yet again. Well, everything looked like expected and I realized I was finished, with four hours to deadline. So I started to upload and make my game-page. It was at this exact time my Internet decided it needed a break. With whooping speeds of up to 0.5 MBIT/s it took me three hours to upload all the needed files and this turned out to be the most frustrating thing the entire weekend.
The game was published and a feeling of emptyness and meeningless started to spread, well, now what. Maybe sleep before work tomorrow and remember, it´s just 6 months to the next jam.
So, to finalice this very very long post. Thanks for emverybody that are leaving me feedback and rating my game, it is far from perfect but I have learned alot during the weekend and will do better next time, maybe I even will start to look into that blender thingie.
If you havent tried it out yet, It would make me a happy little coder if you did. The game can be found at:
https://ldjam.com/events/ludum-dare/47/redneck-raceway