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Arjun Sharma
Arjun Sharma

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Good Boy (v1.0) Release: Bringing a Lovable Desktop Pet to Life

Good Boy (v1.0) Release: Bringing a Lovable Desktop Pet to Life
Hey everyone! I’m thrilled to announce the release of Good Boy (v1.0), a charming desktop pet for Windows that’s sure to steal your heart. Picture a cute, animated dog you can interact with, play with, and even feed, right on your desktop! This project has been a labor of love, built from the ground up in Godot, and I’m excited to share the journey, challenges, and what’s next.

What is Good Boy

Good Boy is a lightweight desktop companion that lives on your screen. You can pet your virtual pup, toss a ball for a game of fetch, or feed it treats to keep it happy. It’s designed to bring a bit of joy and whimsy to your workday without getting in the way. Think of it like those classic virtual pets but with a modern twist and a lot of personality.
For example, imagine you’re working on a spreadsheet, and your desktop dog nudges the corner of your screen, wagging its tail. You can drag a bone from its food bowl, and it’ll happily chomp away while you get back to work. It’s simple, fun, and surprisingly heartwarming.

Features

Features_II

The Development Journey

Building Good Boy in Godot was a blast, but it wasn’t without its hurdles. Here’s a peek into some of the challenges I faced:

  • Input Passthrough Woes: One of the trickiest parts was making sure the dog didn’t hog all your mouse clicks. I had to figure out how to let inputs pass through to underlying windows (like your browser or file explorer) when they weren’t interacting with the pet. This involved diving deep into Godot’s input handling system and tweaking the event propagation. After a lot of trial and error (and some frustrated debugging sessions), I got it working smoothly.
  • Collaborating with an Artist: Working with an artist to bring the dog’s animations and personality to life was amazing but challenging. I fumbled a few times when conveying my vision—like when I vaguely described “a happy wag” and got a tail that spun like a helicopter! Clearer communication and mood boards helped us align, and the final art is adorable (shoutout to my artist for their patience!).
  • Scoping to Meet Deadlines: Early on, I had big dreams—multiple pets, complex mini-games, you name it. But to hit the release deadline, I had to ruthlessly scope down to the core features: petting, feeding, and simple play. It was tough to cut ideas, but it ensured Good Boy launched as a polished, focused experience.

What’s Next for Good Boy?
The v1.0 release is just the beginning! I’m committed to keeping Good Boy alive and growing. Here’s what’s on the horizon:

Steam Release: I’m planning to bring Good Boy to Steam, making it easier for more people to discover and enjoy.
Bug Fixes & Polish: I’ll be squashing bugs and refining the experience based on your feedback.
New Content & Features: Expect more interactions, like new toys or tricks, and maybe even seasonal outfits for your pup.

Final Thoughts
Releasing Good Boy v1.0 feels like sending a beloved pet out into the world. It’s been a wild ride learning Godot’s quirks, collaborating with an artist, and making tough calls to meet deadlines. I’m proud of the result—a cute, interactive companion that I hope brings a smile to your face.
Try Good Boy today, and let me know what you think! Your feedback will shape its future. Stay tuned for updates, and thanks for joining me on this journey.
Happy petting! 🐶

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