Second attempt at ludum dare
Finally got a chance to reflect back on my second ldjam attempt. I haven't done much of game dev since last event and I thought I would try to get some practice doing graphics, modeling with blender and deving in unity. But alas, real life commitments made practice time non existent.
Day 1
As I'm not afraid of challenge I started somewhat late, and came up with a decent idea for the game about a dog who has to juggle a balloon by bumping it with his snout. Again not being afraid of some challenge I decided that 2d graphics would be a good idea, even though I haven't done any for the last 15 years.
So here's the progression of drawing my first sprite since 15 years:
Started by quickly drafting some sort of dog form. Ended up pretty scruffy.
Adjusting some proportions and adding shading. I was satisfied with the first sprite.
Then it was time to look into animating the sprite... This is why one would need the practice, I ended up wasting couple of hours looking at dog running videos, tutorials about dog locomotion and what not, while trying to block out even a simple run animation. So it was time to go back and redo the first sprite and go simpler:
I liked the simpler look and it had some nice character to it. And most importantly it was much faster to do, so I started to work on some simple animations.
After an hour or so I finished some initial animations for running, jumping, blinking and panting (which didn't end up in the game). I finally fired up unity, created a 2d project and started looking at how to get the sprites in game and moving. By the end of the day I had working prototype where you could move the dog around, jump and bump the balloon over some simple background. I was quite happy with the progress although it felt a bit slow so far.
During the night I was playing around with ideas what to implement in the game, the main problem I had was how to let the pleyer actively keep the balloon within the play area. I finally came up with the idea of having to bite a wire that controls traffic lights, biting the wire makes a truck drive by which will push the balloon to the right. For the right side I had couple of ideas, but finally settled on the seagull who protects her nest and bumps the balloon to the left. I felt all the other ideas were too hard to implement or draw.
Day 2
The next morning I started by doing the start and end screens and the game loop itself. I'm not super happy with how they turned out, need to practice ui work to get some nicer ones made in the next jam. They do really give the first impression for the game.
Whole of day 2 was maybe 5 hours of work as I had other commitments. I made some moving clouds, grass sprites and a simple parallax for some of the background elements. Quite a bit of the time was spent trying to get the camera movement limited in such a way to hide all the cut off sprites and stuff outside of the play area. I had to go back on day 3 and day 4 to do some more fixes for the camera as it didn't quite work right when the screen aspect ratio changed too much.
Day 3
Had to go to work on day 3, however after work it was crunch time. There was around 12 hours left so I had to get a move on. I first got the truck and traffic light sprites and mechanism working. Next I spent an hour or two making some sound effects, I had some trouble with my Rode mic generating some weird hissing when recording on the laptop, so I had to record the sound by recording vide on my camera.
The game was still missing a lot of gameplay features and I knew that I couldn't get most of them in so I started working on the seagull and decided to do one more "Dog thing" to do, which ended up being the mark your territory as I had made the sound effect for it. This was basically the minimum to make the game playable, unfortunately time was running out and I couldn't make any animations for the dog, it would have made the game a much more fun experience.
If I had used 5 more hours on second day I could have done more gameplay testing and balancing as the final game ended up being too easy and a bit too slow paced to be alot of fun. I think the idea and gameplay could be quite fun, perhaps I'll spend a weekend to do some more work on it for practice.

Final words
If you read all the way here, thanks for your attention I really appreciate it. If your game needs some reviews hit me up and I'll check it out. Looking forward to playing everyones games and having a fun time.


