Personal blog of Jack Casey.
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  • Global Gamejam 2011

    Posted on January 30th, 2011 beetlefeet No comments

    Global Gamejam 2011 is over. At least for Perth as of this writing. I made a flash game with SimonB.

    Plenty of Fish

    Plenty of Fish

    You can play it online: here.

    This gamejam was more chilled than the past. It seemed like we chose realistic projects on the whole and didn’t stress about staying up without sleep or get too frazzled about finishing everything. We’re becoming seasoned :)

    Thanks so much to Simon Wittber for running things and getting Perth organised yet again, I hope whoever decides to ( or is badgered into) organising future gamejams does even half as good a job. Cheers!

    See other entries from around the world here. You can limit games to those made in Perth by selecting the Jam site “Australia – Perth – Different Methods” on the left and clicking Apply.

  • Global GameJam Post Mortem

    Posted on February 1st, 2010 beetlefeet 1 comment

    So I worked on a game with: Simon Boxer, Ellen Jurik, Brad Power, Daniel Adams and Robert Barnett (get blogs guys! ><), with help from Jason Hutchens who splintered off early on to make a mini masterpiece: Bogus Quest.

    We made “Bored Room” it’s available at http://www.globalgamejam.org/2010/bored-room.

    How to get slug?

    How to get slug?

    Some things went wrong:

    • Tech – We decided before the jam to use flash (without any experience) and quickly found that getting it to do what we wanted (without reliable internet at one stage for docs and tutes) was too much effort. We slipped effortlessly into old habits and used pygame. Note that this decision was made at like 20? 15? hours till deadline :/ Jason did the same but stuck with flash and succeeded with bells on so big props to him.
    • Team size – While I think it helped us in the end (we got a lot of work done fast) the team size really caused some slowdown and friction when deciding on an idea. People are different, in a team people need to be unified. Sorry to everyone if I was a main offender in the struggle to get settled on something. I can be a tool like that :/
    • Team size 2 – As a large team it felt (at least I felt) like we had more to prove than a smaller team, this further hindered the choosing of an idea.
    • Theme - The theme was a bit restrictive and early on we tried too hard to be too clever about it. We should have just used it to get ideas flowing and then been more relaxed about sticking to it.
    • Multiplayer – We didn’t want to do a multiplayer game because it’s harder for people to play. I now think we should have said “Who cares? We can play it!” if we really wanted to do a multiplayer game.

    Overall I think I took it too seriously and worried too much. Not next time!

    I also learned a dirty secret. Non-’programmers’ are making kick-ass games with fantastic tools such as Construct. *Shakes Fist* Put us programmers out of a job will ya?! But seriously I’m all about doing more making games and less making tech so I’ll definitely be checking construct and similar packages out in future. Are there any that can target flash?

    I did ended up having good fun in the end and our team did some amazing work in a short time and produced a game that (albeit with some glitches) is fun and funny. Thanks heaps guys and gal in my team! Thanks also to Anthony Sweet who appeared miraculously with burgers and sundaes in our time of need and then vanished into delicious smoke. And thanks especially to Simon Wittber for setting it all up and being the loving father of gamejamming in perth!

  • Global GameJam 2010

    Posted on January 28th, 2010 beetlefeet No comments

    GlobalGameJam 2010 begins in Perth a few hours (it has started elsewhere in the future world that is GMT+>8). I am crazy excited like it’s Christmas Eve 15 years ago. Hmm make that 20 years ago :(

    Anyway I have some thoughts on how I want to approach it this year.

    Make a COMPLETE game. (including engine and tools as appropriate).

    I’d love to see and create some games this year that can stand on their own. IE that we could stick on a website (for in browser play or download) and actually say that they are finished products. Games that someone in some universe might spend $5 to purchase or $15 to buy the extended version (more content only).

    Games that we can take and extend after the fact.

    My own games suffer from this a lot. Ladybug Garden and Troll in particular were both ‘complete’ to the point that I’d implemented most of the features I wanted and managed to tack on 10-15 minutes of gameplay. But I’d rather it was an hour of gameplay, or 20 minutes that left you insanely wanting to know what happens next.

    Achieving this level of ‘completeness’ requires a better focus on tools, and a better balance of developing the tech vs developing the game. For example I think having someone in the team actually spending some chunk of time writing story and dialog etc would make for a more interesting end product (If that’s the type of game you’re making). Same goes for tools. If you spend 5 hours hacking in 20 minutes of  ‘campaign’ (with all kinds of hard coding and workarounds) then making the next 40 minutes of the campaign is going to slay you. If you can manage to make a great little suite of tools in 10 hours, and from then on can make an hour of content per hour of dev, that is freaking sweet. Whether there is time for this or not remains to be seen.

    If you end up with hacky code that is not extensible (IE our Under One Roof from last years Global GameJam) then the product will end its life there. The prospect of having UOR on iPhone or as a flash game is very compelling to me and it pains me that we haven’t done it yet. But rewriting the game from scratch because it’s utterly unportable is really hard to swallow, especially when there are sooo many other ideas vying for attention and development time.

    Basically I think the point I’m trying to make, distilled, is:
    Make a product that can have a lifetime, not a something throwaway for the purposes of the challenge.

    In order to achieve this I think we should be very wary of feature creep and scope.

    The other issue, to confuse matters even more, is that a few of us (notable Kranzky, it was his idea) are planning on learning flash during the gamejam (about time, yes). This means more time scrolling through documentation and less time banging on the keyboard.

    It’s going to be a blur.

    Well I hope some of that made sense. Have a great Jam everyone!