DETOUR
Devlog
- September 23, 2026 by Ryan Pond#gamedev, #game development, #game jam, #devlog, #Godot, #Godot Engine, #2D game, #top-down driving, #driving game, #arcade driving, #car physics, #game feel, #player movement, #steering, #momentum, #body roll, #procedural obstacles, #level design, #game design, #indie game, #indie dev, #prototype, #DETOUR, #The Long Way Home, #GoedWare Game Jam, #GoedWare Game Jam 17At the start of Day 3, DETOUR was technically doing most of the things I needed it to do. You could drive. You could dodge obstacles. You could collect fuel. You could choose between a shortcut and a... Continue reading

- September 22, 2026 by Ryan Pond#godot, #game-jam, #game-design, #devlog, #indie-game, #ui-design, #prototypeDay 1 was about answering one question: Can I get DETOUR playable from start to finish? The answer was yes. It was ugly, almost everything was made from colored rectangles, and the UI looked like debu... Continue reading

- September 21, 2026 by Ryan Pond#Godot, #game-jam, #game-development, #game-design, #devlog, #prototype, #indie-gameI started this game jam late. Work ate the first few days, which left me with seven days to go from an empty Godot project to a finished submission for GoedWare Game Jam #17. The theme is: THE LONG WA... Continue reading
