INTRUSIVE by Ava Skoog

Mind your mind.
This was my first time using Godot so there are some export issues I'll need time to figure out during the week (icon, web build etc.) but hopefully the native builds work. Unfortunately meant I lost some time to figuring stuff out so there isn't that much content.
🎭 Credits
- Me
- Foley from zapsplat.com
- Font Chaos in Wisconsin by Woodcutter
- Font Dotimpact by MadPandaFonts
🕹 Controls
Keyboard and mouse:
- Move: WASD/ZQSD/arrows
- Look: move mouse
- Interact: left click
- Un/lock cursor: space
Gamepad may or may not work (code written for it but wasn't able to test it):
- Move: left stick
- Look: right stick
- Interact: any face button*
* (shoulder button would probably be better so you don't have to let go of the right stick; might fix)

| Link | https://prinsessa.itch.io/intrusive |
| Link | https://prinsessa.itch.io/intrusive |
| Link | https://prinsessa.itch.io/intrusive |
| Original URL | https://ldjam.com/events/ludum-dare/51/intrusive |
Ratings
| Overall | 411th | 3.674⭐ | 25🧑⚖️ |
| Fun | 652th | 3.304⭐ | 25🧑⚖️ |
| Innovation | 330th | 3.609⭐ | 25🧑⚖️ |
| Theme | 509th | 3.739⭐ | 25🧑⚖️ |
| Graphics | 340th | 3.957⭐ | 25🧑⚖️ |
| Audio | 163th | 3.891⭐ | 25🧑⚖️ |
| Humor | 778th | 2.471⭐ | 19🧑⚖️ |
| Mood | 93th | 4.109⭐ | 25🧑⚖️ |
| Given | 26🗳️ | 31🗨️ |
Great stuff :8ball:
I would absolutely love to see more "scenes" if you happen to continue working on this post-jam!
Great job, as always. I hope you're proud of your creation!
It took me a few attempts, especially for the last level (I tried to interact from too close to the object). It was a bit tough to restart one level before where I failed, though it fitted the inner thoughts of the character.
I wish it was a bit longer, there's definitely room to add more minigames and build on the story that you're telling.
I especially loved the audio in this one, and visuals effects are really nice too! Great atmosphere.
Nice job!
Also, those are some really nice visuals and effects for being your first time with Godot, awesome job!
Loved the audio and the mood it set for the game. Very straight forward game, yet it requires you to be quite observational.
Great job !
Thanks for playing! Not sure how much I have to say about it but I can summarise some of it here 😅
## Before the jam
I already knew Unity well. A week before LD I looked up Godot's basics and then the stuff I need for most jams. Made a Breakout clone with shaders to practice:

Just barely dipped my toes into 3D shaders just to assess.

## During the jam
The rest I figured out here and that's also where much time—that could've gone to making levels in a familiar environment—unfortunately went. Struggled especially to get the different physics body types to play nicely with each other.
### Physics
Hope it's just my lack of Godot experience, but I initially wanted the 🎭 people in the "crowd" level to move but couldn't get it to work like I wanted while keeping them as rigid bodies (not kinematic bodies) like all other interactables in the system I designed and didn't have time to modify. In Unity and Bullet it's easy to just set the velocity of a rigid body and it will slide around fine, but in Godot I just couldn't do it without forces (which, while more physically correct, is often not what I want in more deterministic games). Did use forces for the balloons. 🎈
I really liked the visual raycast node for setting up my interaction sightline! It did seem tricky to do procedural raycasting however?

### Transforms
I'm used to quaternions and Godot's approach tripped me up. It's not bad, but I couldn't get the player movement relative to camera angle to work using identical maths to what works for me in Unity and elsewhere. In the end I just had to copy maths from Godot's FPS tutorial, but to be fair it was less code so I'm glad I learnt the proper Godot way. 🎥
### Editor
Godot's editor is mostly fine. But while I do work this way sometimes outside Unity, the ability to still use the editor in play mode to move things around and quickly test certain things really is a luxury and a time saver that I missed dearly this LD. Hopefully it will be added in the future.
### Graphics
Unity is 100% shader customisable but I have to say I find Godot's default solution probably even slicker. Nice access to many options on "spatial materials" without code, yet with presets in "shader materials" saving boilerplate even when you code. And visual shaders on top of that! 🤩 And multi-pass for outline was so easy!!
However I got really frustrated that there was no way to ask Godot to preload shaders. Even the suggestions online, to prerender something with every material didn't work (there are some cubes behind the UI on the title screen, just can't see them well with the post-effect) and so the game will lag on every new level the first time you turn to look at something with a different shader. In Unity I've never had the issue. For custom stuff I always just preload.
Viewport node for fullscreen render texture was great; trickier in Unity!
### Input
Unity and Godot's current input map systems are very similar. However neither compares to the bliss of the huge input device database that is SDL 2 and unified interface to any normal-ish gamepad. The DB is separately available so please use it, engines! 😭
## After the jam
Or just after the game and moving on to submission…
Export options are another area where I hope Godot can be improved compared to Unity. Needing weird setup to add an icon for Windows was something I just didn't have time to do, so no build got an icon. Unity also seems better optimised for web even with my sloppy layered shaders, and I couldn't get this game running there in an acceptable state so dropped that as well. Icon and web build are things I've been able to do for so many previous jams so I didn't like that. ☹️
## TL;DR
I liked it! Will use again. But some issues. Hope some were my fault and possible to figure out next time. Hope this post was what you wanted 😊
The audio bus/mixer stuff is identical! The keyframe animator is identical! The viewport is… a viewport. And of course I didn't make the graphics and audio *in* the engine.
I think Godot and Unity are incredibly similar apart from learning the node and asset workflow (which are possibly a bit slicker in Godot). I didn't end up using signals at all so I dunno about those.