To The Rock!


Hi! I'm Gleb. First of all, I am not sure if anyone will read it at all. Hit a like so I know I should continue my devlogs here!

It's been my third game jam. Actually, my second one was only 1 week ago! It was gmtk2024, and I totally forgot that the solo-dev jam would be the next weekend 😅. So the solo-dev-jam-4 I started exhausted, sitting on a couch with a beer 🍺 and receiving a notification about the jam start by mail.

So, how does it turn out? I have a submission! I think it's already a reason for a feast🤘! But actually, I think I jumped over my head during this jam! It was indeed a week of many firsts - basically, I released my first 3D projects. The first use of Blender, the first use of 3D assets, and the first proper sound design… And it’s just beginning! Now I feel even more capable of creating games solo. 

First dev screenshot shared

[Here you can take a peek, at how I did the current system. It works, but I will redo it]

I decided to continue working on this game - “To The Rapids!”. I will release a full demo version here, on a name-your-price model. Will this game raise some interest, it will be improved and scaled to a full steam-level game.

A list of improvements, that are in plan right now, is following:

  • “The Rock” shall be destroyed
  • Multiplayer - basically a co-op mod (suggested by BlackVoidMedia)
  • Improved camera settings - different mods, targeted for different levels of motion sickness tolerance (suggested by dillbin)
  • Improving physics in general. I will also keep an eye on inertia (thanks, Julsketches)
  • 3 main play mods - Adventure (explore the map, I will hide some secrets), Racing (go through rapids on time), and Realistic damage (your boat can crush)
  • Different row mods - for calm water, the kayak should be more stable, and for whitewater row should be way more powerful and faster (also I will add a back row)
  • The second vessel type - a catamaran. For white water, I like these boats more. Also, it is the reason why there is no “kayak” in the name of the game.
  • And a lot of code improvements/tools for developing, that will help me update and scale the game.

I have good experience and knowledge in kayaking/rafting/whitewatering (and backpacking/hiking in general). So by default, all features will correlate with the real-world mechanics/examples/cases. E.g. I will think about how to add repairing and self-rafting (when you get out of your boat in the middle of the rapid). And I have an idea of a secret level, that will share my near-death story with you.

If you have more ideas - share it in the comments! The earlier I hear your idea, the faster will be the possibility of implementation.

But less talking, more coding. First of all I will redo and balance the water physics (i.e. currents). The currents should have a visualisation effect, a better way to place them (level-design tool), and still be optimised, so the game could run on any machine. 

I will try my best to find time for this project. Though, I have other responsibilities in progress, e.g. my Very-Secrert-VR-Project. But come on, I developed this game in only 3 days, how hard will it be to improve it, right?

A mem about probably any jam project

I will stay strong! Yours, Gleb (ThePolarCitizen)

P.S. I recorded a Vlog during the jam. Here it is! The full 2 hour suffering... 😁

Files

To_The_Rapidds_windows.zip 154 MB
87 days ago
To_The_Rapidds_linux.7z 115 MB
87 days ago
To_The_Rapidds_medium_settings_linux.zip 154 MB
87 days ago
To_The_Rappids_medium_settings_windows.zip 154 MB
87 days ago
To_The_Rappids_ultralow_linux.zip 154 MB
87 days ago
To_The_Rappids_ultralow_windows.zip 154 MB
87 days ago

Get To the Rapids!

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