Personal blog of Jack Casey.
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  • 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!