Dog Diggler Thoughts



Game jams allow me to "finish" by partially creating something. 

Dog Diggler has been super fun to work on. I'm going to share with you some of my thoughts while developing for this jam. 

The idea :

One of my favorite parts of creating a game is coming up with the ideas. Despite having no limitations, my jam ideas typically derive from my technical and artistic abilities. I'll inevitably create challenges for myself that will push me beyond my current capabilities. 

The theme was Collectables for this jam. I started on paper and explored several ideas. 

Thrift Scorer: 

The idea with this game is that you'd go to garage sales and look for collectible items to buy and sell. I imagined you'd try to either make the most money or collect certain items. 

I decided not to go in this direction mainly because it seemed like there would have to be a ton of art involved. 

Antiques Roadshowesque: 

This concept was a variation on the Thrift Scorer game that would cut art production significantly. The main game would be you attempting to appraise various collectibles. 

Animals: 

My thoughts then went to animals and what they might collect. Squirrels have nuts; cats have mice/string; rabbits have carrots, and dogs have bones. Ideally, you'd play as different animals and collect various things that each animal needed or wanted. 

Dog Diggler: 

When you break down a simple form of the Animals concept, this game idea came about. You are a dog. You collect bones and dig holes. That's the simple progression to this game.

With a lot of my games or art pieces, I like to consider what the audience's emotional response will be. It's a heavy driving point for the game experience that I'd like to create. I feel like it's my role as a game designer to facilitate this emotional journey. As much as I'd like to be a pro at this, it's not always easy to execute. 

Numerous times, I've found myself sucked into Facebook videos of people adopting animals. Typically they start by showing some scrappy sad-looking animal. Then they show the transition into a bright and cheerful pet. For this game, I was thinking about how I could create that same type of feeling. 

I could write a whole book about my thoughts on creating an emotional experience. For now, I'm just going to talk about some of the ideas with this game. 

The Story 

Dog Diggler takes place in a dystopian future where you are a dog that pretty much everyone hates. The people in this world are struggling. They have set up small booths and tents selling various items. You play as Dog Diggler, a dog who is motivated by finding and collecting bones and finding acceptance in this cruel, cruel world. 

Ok so.. I couldn't execute all these ideas for this jam. Here's a fun list of stuff about this game that didn't quite happen with the time constraints. 

Everyone Hates You

As you walk around digging holes everywhere, people say mean things to you as you collect bones. 

"It's that stupid dog again."

"That dog doesn't look like he needs any more bones."

"Get out of here you stinky mutt." 

There is a Wizard: 

After acquiring the correct set of bones, a wizard will cast a spell on them. This will turn you into a bone beast that will wreak havoc on all the haters in this world. 

I thought the wizard would be a cat or some other animal friend. 

Smash Smash: 

Once you are in beast mode, you can smash everything up. 

This part of the game is supposed to be cathartic as these jerks have been insulting you this whole time. 

There is a reason why the shops all sell stuff that would be fun to smash. I love the idea that when you first see these shops, you are foreshadowing some carnage. 

I tried to create fun things that'd be fun to smash. 

  • Fish shack
  • Fruit Store
  • A Full Bar
  • Tennis Balls/ balls
  • Perfume ( would be next to the fish store)
  • Vases / Pottery
  • Chandeliers 
  • Collectables

The list could go on. 

With the beast, I want to keep the same controls that you'd have with Dog; however this time, you'd be able to smash/destroy things. I was thinking you could dig large holes, taking you to whole new areas. 

Finding Acceptance:

After destroying the world as the beast, the citizens eventually scream for help. This is where you go back to playing as Dog Diggler again. This time you have to confront the beast and defeat him. 

Once you defeat the beast, you are accepted and loved by the citizens. 

"You are the best Dog!" 

That's the idea. 

You are a jerk dog who creates a magical beast. This beast causes tons of damage problems. You then save the people from the very problem you created. People love you for it—the end. 

Thanks for reading. This is sort of a rambling about this game. I started writing it when I was at maximum sleep dep. I hope it provides a little insight into this game and some of the thinking process. 

Below are some doodles and notes on this game. Lots of paper/pencil work. 


Comments

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Cool game. Fun to see the design docs and drawings too! Great work!