web-gnars dev log


I teamed up with 4 other people to participate in [Pirate Software's 16th game jam](https://itch.io/jam/pirate). The people I teamed up with were new to game jams and a 3 of them had never used Godot before. I have never grinded as hard on this project as anything in my life. 

Usually, the game jams i have done have been 96 hours long. this was a two week long game jam. We thought this was nice because it gave us time to not stress. but oh were we wrong. with all that time it caused us to think. and sometimes thinking about things is bad lol. 

sadly, the game broke 4 hours before the jam deadline and we had to submit a broken project, only to find out 2 days later that it was simply a setting in godot we had to change.

anyways. ill share with you what we made. 

The theme was "You Are The Weapon" so we decided on the idea of a stealth game where you play as a radiated man who poisons the enemies without being seen. 

The idea was to make a 2.5 d game where you could go through walls and ceilings.

the mechanic of going through the ceilings ended up being called "womp" due to the description of the sound we thought it would make. 

I'm going to drop some art assets here but i feel like you should just play the game. the official itch page has the broken version of the game on it because thats all we could publish by the deadline. 

i stayed up until 8 AM the night of the submission. and i couldn't believe it didn't work. 

i felt sick to my stomach. we worked so hard on this for the last two weeks. why did it have to break during the last 4 hours of the jam?

we found out that in project settings, there is a rendering limit where if you have more than 1000 mesh instances in the scene the HTML export shows a blank scene. 

would have been nice to know this. or for godot to give some kind of warning. 

https://github.com/godotengine/godot/issues/96968

thanks to that dude for showing us. 

the universe played a cruel joke on me. i felt like it was my fault because i had us make a single scene with all the objects instead of separate ones. i felt like i fucked everyone over.

the universe keeps trying to give me situations where i get super bummed out to see how i react. this is the main challenge of life i think. my job is to not get bummed out. life can be fucking hard.

anyways...

gary falling

gary idle

gary idle

gary fly

gary walk

gary die

gary jump

gary womp

i even figured out how to make a custom loading screen for the game 

im writing this two days after the jam and still feel pretty bummed out. i HAVE to look at the bright side because its just fucked up what happened to us. 

Our game would have for sure placed in the top 10. it looks so much cooler than anything else ive tried thats been [submitted to the jam](https://itch.io/jam/pirate/entries). looking forward to the results 

we even have a boss fight at the end.

so much work was put into this. we have epic voice overs too. you gotta play the game to see for yourself. its crazy 

made a bunch of modular building materials for making the levels. they all had code attached to them that made them either "wompable" or non- wompable

here is the hidden setting in godot that we needed to change the number of. its the renderinglimits/ spatial_indexer.

it is default set at 1000. so the second we put 1001 objects into the scene it would cause the scene to be blank ONLY on the html export. this was maddening 4 hours before submission deadline. took us 6 hours the next day to find this setting in godot.

did the universe play a cruel joke on us? does god not want me to have some kind of future in game development? i guess only time will tell. i am probably being overly dramatic but to be honest with you i am tired of dealing with being screwed over by life lol. it gets old. but i guess its all part of the great learning experience of life. 

 ok ill stop. ill be grateful. the team i worked with was so freaking sick. cc @seadogtheugly .. super nice guys, with great taste in music and art. brilliant coders. i am very proud of what we made. honored to be lead artist in the project. we had cull intro cutscene and ending cutscene with epic dialog. try to beat the game to see the end cutscene.


instead, you can play the game here, after we found out the glitch

https://cull-sans.itch.io/geigergary

original blog post from 

https://peakd.com/hive-122422/@web-gnar/the-creation-of-geiger-gary-a-pirate-sof...



found a glitch where gary gets stuck on top of the barrel and wont die

couple things i want to fix after the jam results come in are

-update title screen image to the better one

-add sound effects to mouseover on mainmenu

-maybe update the geiger counter sprite 

-add the custom loading screen

-fix the barrel glitch

Get Geiger Gary

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