Participating in the Guts for Glory Game Jam taught me a lot about small team game development, especially with regard to dedicating a lot of time to planning (though it saves time to multitask via simultaneously planning and working) as well as sticking to one development role if you can. These two things finally taught me why I haven’t had a lot of fun attending game jams in the past – I not only used to spend insufficient amounts of time being clear about communication and plans with team members, but also overloaded myself as an event planner responsible for the 15-45 jammers present, as an artist/musician/designer on a team, and as a project manager for a team. And when I did that, I had an experience worse than an uninspired 48 hours: I would constantly worry about finishing the project post-jam, expecting my teammates and I to bring something with a bad base to fruition.
I’ve lately been working on being a bit more realistic about projects and how to manage my time in their midst, including the task of officially dropping stagnant projects that were always on the back of my mind. “The Hallway Is Dark, And I Am Afraid” and “Crooked Missile” are two such projects.
The Hallway Is Dark, And I Am Afraid was fun and I’m proud of how much work I put towards it in such a small amount of time, but the project was super discouraging. There were so many things that Yori and I assumed were apparent when we first began to make it, but attempting to explain and show the project became so difficult; it was so hard to help people understand what was going on and why each thing happened the way it did. In addition to the straight up learning curve, there were so many fine-tuning issues with regard to gameplay and art knickknacks that would have taken so much work (and even more work after having implemented fixes for our communication flaws).
After Guts for Glory, I was inspired and came up with some fundamental gameplay fixes that would have allowed easier fixes to follow suit. I made two little slideshows to solve our “in between hallways” interface problem as well as the “this game is really hard because my memory isn’t THAT good” problem. Hard to explain, but click those links and know that the zoomy map in the first and the scrolling pseudo-item-collection mechanic in the second did not exist in our original build of the game. I knew that these fixes were big and that both Yori and I had kinda run out of steam just before our first falling out with the project, but I was also inspired by having come up with what I thought would fix the game. I was fine with either continuing or scrapping the project, and we ended up with the latter.
Then, there’s Crooked Missile, which goes off of a game idea that I’ve had for a little while. It’s a straight up shoot ’em up with one little twist – you are controlling a missile with a knocked-out targeting system, so you must play an ascending “ship” always traveling at a ≈15˚angle. Your movement controls are just right and left, as you’re forced to switch from a right-bearing course to a left-bearing course if the missile drifts too far and becomes threatened with collision.
There was a lot that I wanted to do with weird angular thinking and super thought-out enemies/bosses, but that was the problem: before approaching the team with the project, it wasn’t thought-out enough. To accent that disparity, we started in the midst of a game jam (which I was also busy hosting), which added a rushed “don’t plan, just make it in time!” feel even though we had no time limit. My lack of planning got us a few bare prototypes in, the project stagnated, and it’s been on the back of my mind until now, which marks its move to a cozy, out-of-the-way shelf space. I made some music and learned a lot from the experience at least, so I’m glad it happened.
Since learning a good amount about jams from Guts for Glory, I’ve been pursuing FiercePeg Shootout as a solo project via Fuck This Jam and have been actually making some progress, so I’m on another track to discovering myself as a game jam enthusiast. We’ll see where that ends up..!
THIS IS WILL LEWIS REPORTING FROM ORYCON 34 AND I’M HERE AND YEAH YEAH YEAH.
We’re at “Oregon’s Premiere Sci-Fi Convention” with PIGSquad showing off a couple’a projects and having a good ol’ time. We’ve got Eulogy, Rubicon, Mansfield’s Manor, Meta, some prototypes and info on display all weekend; things are going well. I’ve found that kids are the most encouraging at things like this, and they’re really doing well to get gamedevs in gear to consider what their projects need and to admire what they’ve done. A little 4-year-old boy stared at some Eulogy animation loops I had on display for about 5 minutes, smiling and daydreaming. SOYEAH THAT’S GOING WELL.
We also experienced success at the Guts for Glory Game Jam two weekends ago – we worked on the prototype for a resource management game that places the player in the shoes of a community organizer who must manage volunteers, money, and surrounding areas’ enthusiasm regarding the topic of organ donation (since our game is being created for Donate Life Northwest). It’s turn-based with the goal of reducing the organ recipient waiting list to zero, heavily relying on the strategy involved with managing your resources as well as educating the player about the topic from a real-world standpoint as players are exposed to information when training their in-game volunteers. We got pretty far and have some pretty good goals laid out; I was so happy to participate in a jam solely as a project manager (rather than a combination of a couple of different jobs) because I actually got something done. Now, we’re continuing work post-jam to develop a playable demo for Donate Life Northwest, and we’re aiming to have the demo completed by the end of the month!
Regarding other projects, I’ve finally developed a schedule for myself that actually encourages me to get stuff done, so I really feel like I’m on track to make some progress on numerous projects. IT’S SO EXCITING. Look out for some Mother 3 wallpapers, game news, STTG stuff, and other things. I’m, like, goin’ for it.