Hello! Koolkirby here. This is the first year I've been able to participate in the game jam. I really wanted to last year but I was taking summer classes learning how to make games in Unity. This year my summer schedule perfectly aligned with my month+ change summer break window and I wanted to dive headfirst into learning Godot for various reasons. For background here are some example student projects I've worked on. My role has mainly been programming, learning how to script a 2D platformer (player movement, enemy ai, health and score, etc), and learning how to design and code enemies in 3D using state machines.
Since it's a solo project and I'm learning a new engine and language (GD Script) from scratch I wanted to pick a genre with a wealth of tutorials and example projects for Godot. I decided on making a "Survivors" style game in the vein of Vampire Survivors. My original idea was to implement a bump combat system like in the early Ys games, with level ups and stat scaling inspired by Fire Emblem. In essence, the gameplay loop would running into enemies head on, swapping damage, and deciding between raw stat upgrades vs stat growth rate upgrades for long term scaling. I still really like this idea, but I got a bit scared off it as the first week came to an end and I was only just finishing up a long 16 part tutorial series by YouTuber Branno that more strictly mimics Vampire Survivors. Also, I revisited Ys Chronicles on Steam and found the bump combat way less dopamine rich than when I played the DS version when I was younger. Still, I like this idea and would like to revisit it after the game jam.
So after the first week I was sitting with a competent version of Vampire Survivors, but no concrete plan to move forward with. I really didn't want to just make a reskinned version of Vampire Survivors, and I'm not a very experienced artist so I wanted to stay within my comfort zone for graphics. So I started to sketch ideas for what the game would look like. Since the start of the year I've been slowly practicing digital art in my free time in between classes, occasionally submitting art to the art show even, and after watching this video by Jack Sathar I was inspired to try out his recommended workflow within Procreate. I already had the tools on hand thanks to a digital art classes me and my partner took back in February so it just seemed like a perfect fit. Using the symmetry tool and syrup brush to make a (mostly) symmetrical front facing character I had made my first custom asset for the game, Jambon!
I'm really proud of how she turned out! But I did put the cart before the horse a bit, I wasn't considering how she would look scaled down in game to fit a 1920x1080 default resolution. Once I realized this I decided to sketch out everything using a 120x120 grid to determine the size of future assets.
The grid lines are in procreate itself, so you'll have to take my word for it, but now I have reference sizes for all the elements in the game I want to create. I had also decided on a weapon mechanic, Dorbs! I haven't landed on the final in-world acronym yet, but something like Defense Oriented Robot Butler. Visually they are meant to look like MAGs, and mechanically they function similar to the floating hand appendages in Brotato. Each orb will fire projectiles in unique ways, targeting enemies closest to their position around them. Upgrades will revolve around upgrading individual Dorbs with upgrades like attack speed, base damage, piercing shots, etc. Then on top of this will be broad upgrades for the player, like HP, movespeed, experience multipliers, as well as lesser upgrades that apply to all weapons (all weapon base damage, all weapons crit rate, etc). Hopefully I can make enough interesting Dorbs designs and upgrades to make the game really engaging and interesting on replays. If time allows, I'd like to include more playable characters as well. I liked Jambon as a well rounded starting character with a starting Dorb that acts like a revolver, steady single target projectiles with high knockback that you can upgrade to pierce through mobs.
That's all I have for now, here's a screenshot of the game as it stands right now. I have three functioning weapons, and one custom mob sprite. He's a little egg guy cause the villains will be workers from the unnamed Fried Chicken restaurant. I gave him a little Kizaru face just for funsies.