Shark Jam Progress
Shark jam has been tight – ironically – I’ve spent a quarter of the first day of jam laying block wall for a pond. Luckily I’m using LibGDX, Opal, Demina, and whatever random existing code makes sense. Opal is really making the process faster than I’d expect.
Main menu (title is a working title) – everything except the title and background move (the fish buttons wobble and the seaweed waves back and forth):
For the time being I’m referring to the project as “Pistris” which is apparently one of the ‘two thousand’ latin words that can mean shark. I chose it because it’s cuter and more feminine sounding than anything else I found.
Pistris is an adorable anthromorphic Lemurian shark-girl exploring her abandoned home-land that she’s never seen. Shoggoths and Old-ones to be found.
At this point it’s mostly about testing that the code I’ve written works and creating/finding the graphics and sound to make it all happen (main character is about 75%) while filling in the puzzles and implementing the bosses.
Target quota is for 4 or 5 regular enemies, 3 bosses and 8 maps, 4 of which have puzzles and the other three are for exploration (yes I said 3 – not 4 – that means 1 secret level hiding around). Trying to make the puzzles have multiple solutions where possible (ie you can grab the invincibility Starfish and just ram through the hopeless gauntlet or you can find the Quad-Damage and just gun your way through – similar though different ways to get to through a “you’re screwed” situation.
In research I’ve learned that apparently no one has ever drawn a Shoggoth in its’ home environment (which would be underwater).
The biggest time sync so far ended up being screen-filters tied to area triggers which I’ve stripped out and replaced with a much simpler approach that should still allow for a fair bit of dramatic flare as you navigate the underwater corridors.


