harvey (dino game)

Created: Jan 08, 2023Published: Mar 28, 2023Last modified: Apr 25, 2023
Word count: 521Backlinks: 4

A Dino game.

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An entry for the ludum dare jam 52.

Playable here: https://russmatney.itch.io/harvey

postmortem

started in a mindnode

> Overcooked-like

>> Collect and plant seeds

>> Water with tools

>> Collect and deliver harvest

> Overcooked not like

>> No item space issue

>> No combinations or recipes

>> 2d

>> No orders, pure production

>> Ai bots that work for you

> First day all brainstorming

>> Trying to spec further ahead

>>> Clearer vision of potential game

>>>> Something fun in here?

>>> Clearer idea of scope of work

>>>> is this reasonable in 2 days? in 9?
>>>> could take this much farther and spec out and estimate all the work
>>>> call out unknowns and scary problems we might have to solve

>>> Better idea comparison

>>>> this has been purely emotional so far
>>>> but we should be able to compare estimates and benefits

>>> benefits of this idea

>>>> desirable topics to explore (enemy ai, boss battle, new genre, etc)
>>>> we ought to call out and compare the pros of our decisions!

>> working on the idea evaluation process

>>> improving brainstorming + idea quality

>>> improving spec-ing and estimation

>>> improve overall game dev path trajectory

>>>> (towards what? my taste? general success?)

>> accumulating ideas - cross-jam tasks

>>> just like library, asset, pattern accumulation

>>> mono-repo as a game jam accumulator

>> took whole first evening + night + morning to decide

>>> strongly influenced by talking it out and external opinions

>>>> i ought to build up and make my decisions with more reason and confidence
>>>> not just going with a socially confirmed answer

>>> good ideas, but difficulty choosing, paralysis analysis

>>>> happy to advance those ideas further along
>>>> ultimately just went with an overcooked clone, which i _have_ wanted for a long time

> juice

>> squash and stretch (+ knockback) shader

>>> instant improvement

>> found camera juicing talk

>> (math for programmers)

>> inspired 'juice' note break out today

>>> collected and watched several juicy youtube videos

>>> built list of juicy effects

>>> inspired to build boring games with tons of juice

>>>> juicy snake
>>>> juicy crate box clone
>>>> juicy chess?

> sounds

>> barely got some sounds in

>> rough DJ api used

>> ready to add more sounds via DJ improvements

>> ready to dive into a godot sfxr to get my sound-juice improved

> HarveyBots

>> quick AI implementation discovered!

>>> subclassed the player

>>> good leverage from actions API

>>> already had a list of actions, helpers for nearest action's source node

>> ActionDetectors and eval_current_action

>>> Detectbox api refactored mid-jam

>>>> inverted to let players own action registration more
>>>> i wanted to know what actions the player 'could' take in the world
>>>> the original impl only registered actions when players were able to perform them - a bit conflated

>>> maybe the actions shouldn't be on either the objects or the player/bots?

>>>> the obs/bots should be able to implement the predicates themselves, shouldn't they?
>>>> maybe not, maybe the rules are in-terms-of them all equally
>>>> i fear impling this in a non-clojure language, but i ought not.

>> fun AI! happy to have impled

>>> and proud - they add life to an otherwise static game

>> earned more behavior tree/GOAP impl experience

>> fun answer to how-to-make-it-easier-on-the-player

>> i liked the idea of competing with the bots, mario-kart style

>>> competitive farming?

>>> plant a seed, water it, deliver it = score points


Backlinks

A hackathon of sorts!

A deadline!

A reason to start (and finish!) a new project!

A game jam is a time-frame for making a game with other people, usually accompanied by a theme and some constraints (like time, game-engine other arbitrary rules).

A Godot monorepo full of games, addons, and scripts.