Game Jam Post-Mortem -- The Making of Zoolich
Earlier this year as a part of Brackeyās Game Jam, myself and a few of my talented friends took on the task of creating a game in a week. Now, you might be thinking, āThatās not a lot of time!ā and youād be right! But there in lays the fun. These game jams are about inspiring new ideas, pushing your skillset, and honing your abilities, and the time pressure makes it easier to really analyse yourself and where your skillset could improve. With that in mind, this post will about what I specifically managed to achieve, and what I couldāve done better.
If you would like to try it out here is the link:Ā https://prophecytoad.itch.io/zoolichĀ
I put a monster amount of energy into this game jam. Being the most available team member with the most rounded skillset (I do design, programming, and art), I filled a lot of shoes.
I started off the game jam by ideating with my team on how we wanted to tackle the theme, which was āThe end is a new beginningā. We decided pretty quickly that we didnāt want to do any version of a rougelike because that seemed like the obvious choice, and would be a lot of work to achieve in a week. We eventually decided we would take a light narrative approach where our main character was what remained of a powerful lich. The playerās task as the lich would be to solve puzzles to get back to their original and ultra-powerful lich body. The problem though, is that whenever the lich dies (by colliding with an enemy) they would become the form of the creature that killed them and inherit their abilities. So our justification then would be that when the lich ādiedā (the end) they would get a new form (new beginning). We were very happy with this and set off to work.
I began this jam by whipping up some design documentation for my team members to work with. Necessary art assets, game objects and behaviours, interactions, level designs, etc. As fast as I could I laid the groundwork for my team members and organised tasks by priority so that even if we missed the deadline, we would have all of the core pieces in place for the submission.
Over the entire week, I helped with concept art, gameplay programming, UI programming, level implementation, and sound curation and implementation. I was BUSY. But at the end of the jam when we submitted, I was proud of what my team and I had created.
To sum up what I am most happy with about this jam, was that I showed to myself that I had learned enough about game development over the last two years that I could make any small game that I could think of, and that should focus on more complicated games to learn more skills (Looking at you Lumayn).
What I couldāve done better
Iām not perfect (unfortunately). Due to my intense scrambling to fill so many shoes, I inevitably make some mistakes, which we found out after submission because we didnāt have much time towards the end for testing. Sometime in the final hours before submission, I changed some physics values while bugfixing. The problem here, is that I was so focused on fixing the bug so I could move on to the next task that I didnāt realise I had broken the interactions with obstacles, and now the player could just walk through them. The most annoying part is that the fix would take seconds, but you are not allowed to make any updates to the submission after the jam is over until the jam results were in otherwise you could be disqualified. What I learned from this, is that no matter how pressured for time I am, I should make sure to properly thinking through what Iām about to do so that I donāt create any more problems.
Canvas scaling sucks, either that or Iām terrible at it⦠Itās probably just me. Iāve never really sat down and worked out canvas scaling so that the UI can fit multiple resolutions. I understand the concept of it, but UI tends to be something I implement later as Iām not a graphic designer (shout out to all the talented graphic designers out there). With some experimenting I can get it to work, but I should have a better understanding of it so that I can implement it quicker. Before the next jam, Iād like to fill this skill gap once and for all and become a titan of UI implementation.
I think my team and I did an incredible job in such a short amount of time. I think the current skills gaps I have can be easily fixed, and I look forward to pushing myself towards new skills in future!
Ā This time on Frog TV: The Purple Harlequinn Toad!
Photo retrieved from https://frogoftheweek.wordpress.com/2016/04/10/fotw3/Ā