Ludum Dare 53: Congo Premiere

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My first game jam was an eye opener! With about 3 months’ worth of game development experience I decided to take on the task of my first game jam. I really didn’t know what to expect going into it. I wasn’t sure if I would be able to come up with a game based on the theme, and I wasn’t sure if I would even have enough time to get something playable together. I had low hopes, but I think that’s what made it easier.

I went into it with the mindset that no matter what happens, that it is only about the experience. Then the game jam started and the theme was announced - “Delivery” - uhhhh, what should I do? Should I take it quite literally or should I try to be clever about that theme? I froze for about an hour while I tried to come up with something clever. After losing an hour I realized, this is about experience, I’m not going out there to win any awards, I only have 3 months’ experience, so I should see if I can just finish a game before time runs out. I figured anything I got out there was a win in and of itself. So I got started.

The first thing that came to mind was Paperboy, one of the first games I can remember playing when I was younger. Then I thought, well how can I update it? I know, delivery drones! I took the inspiration of the controls from Escape Velocity: Nova which was introduced to me by my best friend in the early 00’s, and quickly became one of my favorite space shooters. At the end of the first night I had a basic player controller set up and could move and rotate a square around. Then I had to decide, since drones can also go side-to-side, should I implement that as well? I decided no, if I do that, then nobody will use the rotation, and the controls may become too easy. I have to have some difficulty in the game. Whether that was the right decision or not, I’m not sure, but I had to make a decision.

Saturday morning I got to work nice and early, and I had a big day ahead of me. I placed a bunch of empty objects (spawn points) on the screen, put them into an array, and created a random number generator to randomly select which spawn point the delivery target would spawn on. Then I added an offscreen indicator to point to the target if it was off screen so you knew which direction to head in. The next step was to add a key press when above the target to make the “delivery”, then have another target randomly selected. I then added a counter and a time countdown. I had a start menu, game play, and a game over screen. At this point, I felt I had a game. It was near the end of the day so I decided it was time to at least start some of the art. After playing around in Affinity Designer 2, I found an art style I wanted to go with. I typically lean more towards vector graphics, but it looked a little plain until I decided to use a different brush for the stroke. I loved it. By end of day I had what looked like a basic drone, indicator, and targets. Time for bed.

Sunday I awoke refreshed and excited to continue working on the game. I created a top down view of a neighborhood, I did houses, streets, a box to drop from the drone, and I implemented the same brush on the strokes and overall I was happy with it, but felt it was missing depth. Oh well, no time to play around too much, suddenly I felt I was running out of time, and it was still late morning. There was still a huge list of items I needed to take care of before submitting it. I started recording basic sounds, I used a fan to record the hum of the drone, I recorded a cardboard box dropping on the floor, I recorded myself whistling and then made tweaks in Audacity and combined it with the cardboard box drop sound. I put it all together, and…this is annoying. The sound of the drone was flat. I tried to figure out how to raise the pitch when you started moving, but after spending too much time on it, I dropped it. All that time wasted. I should have gone with my gut and dropped it as soon as I heard it, but I was trying to force myself to use it since I created it. Oh well, maybe I can save it with music! I opened up FL Studio 21 which I had recently started playing around with and then I froze. What can I create that won’t be annoying after a minute of play? I realized I’m not a composer, all I have done is follow some basic tutorials on how to create game music. What was I thinking?!? I went to bed stressed telling myself I just shouldn’t have music, and hopefully the game will be sufficient.

It was probably the best thing I could have done in the moment. After another long day of things feeling hectic, my brain was too fried to force it to make more decisions or be creative. I awoke Monday morning, with about 11 hours until the deadline and got to work again. I played around with the music for a couple hours, before knowing that I was in over my head, I just didn’t have enough experience to expect myself to come up with award winning music, I was going to have to settle with “not annoying”. I’m not sure If I really hit that goal either, but at least there was some music with the game. I spent the rest of the game tweaking game play mechanics to make it more fun and give it more of a challenge. Then I decided I was done about 5 hours before the deadline, knowing that I had real world responsibilities I was going to have to prioritize and I would just have to settle on missing out on the remaining hours that I could have spent with polish.

I give the game one last test play to make sure it all works before uploading. and…hey where is the offscreen indicator? Where am I supposed to go? Uhhh, it was just working. What did I change? I spent an hour trying to figure out what happened, I had to leave for one of those real world priorities and just watch time tick down before racing back to try to figure it out. I had just about given up when I decided, I know maybe I should just quit and restart Unity. BAM! It’s working again.

I then upload everything onto the submittal page, upload to itch.io, and…the game is in the wrong resolution. I look up what resolution everything needs to be in, I upload again, and…still wrong resolution. Unity adds a banner to the bottom of the game when you create it as a webGL game. Time to increase the resolution height, and…BINGO! I finally had something up that I could say I was really happy with!

For the next 3 weeks I played lots of games that had been submitted hoping to hit the target to get scored myself, which I finally hit after about 2 weeks. The feedback was mixed, but very supportive. The major thing missing was further gameplay mechanics that would have made it more interesting. A lot of the suggestions were things I had intended to add if I had the time, so at least I had confirmation I was on the right track.

Things I would add if I continued building out this game:

  • wind gusts

  • neighbors coming out to shoot down the drone (my friend’s idea)

  • having to go back to the warehouse to pick up deliveries

  • more sounds to add some more comedy to the whole thing

  • switch it from a restricted time limit, to a restricted delivery goal and timer to see how long it takes to finish

  • multiplayer mode where your friends could steal your delivery

  • update the art for more depth, and lengthen the music so it isn’t so repetitive

    Things I would add if I continued building out this game:

Overall, I was very happy with the scores I got, as well as the encouragement from the other developers who played and scored my game. Plus, I managed to absolutely nail the Theme!