Note: because of time zones, I actually started at 15:00 the day before, but for the sake of this devlog, I'm bundling that time into Day 1 as well.
I brainstormed and came up with what I want do. I'm going to build a puzzle game where you shoot a target with a bow, using only a certain amount of arrows. I want certain puzzles to have interesting properties, such as different gravity and reflective surfaces.
I then went to work.
I made a copy of the Void game as a starting point. The nice thing about Void is that it provides the bare minimum to get a usable experience: blocks for the primary mapgen aliases, and a hand.
I added a bunch of mods from Mineclonia to get their fancy sprint working. I intend on simplifying the sprint mod so it can be more standalone.
For the bow, I went with X Bows, as it was the nicest bow mod I could find. I tried stripping it down so all the unnecessary code for this game isn't needed, but ultimately gave up.
I ultimately made a few modification to X Bows, so that:
I added a few functions that let me set or change the amount of arrows are in the X Bows provided arrow slot, since I want to refuse access to the inventory in the complete game, and give the player more arrows when entering a new level.
I fixed a few things from the Mineclonia mods that weren't fixed by chucking an "mcl_fixer" mod I had made previously in.
I finally added a few nodes, to eventually build levels from.
I intend to work more on nodes, and start work on the level design. I'm not sure how many levels I should have, so I'll come back to it later.
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More information about the jam can be found here:
I'll set up a repo tomorrow.