Super stoked for the jam! Can’t help but keep checking the countdown tab all the time.
Anyway, this is going to be my first jam, but I did have an idea in regards to all the people discussing whether they can use assets they’ve made before the jam / marketplace assets / make all their own assets:
How about if Epic ran a jam where they gave us a limited amount of assets and we just had to utilize those in creative ways?
That would remove the whole made assets vs. pre-made assets vs. purchased assets debate, and I bet we could see some really cool ideas and implementations!
Yeah, I had the same idea up thread. I imagine it would be something like Iron Chef, where the contestants get a secret ingredient that has to be used, and a large collection of stuff in a pantry that can be used. Whoever can come up with the most creative and way to showcase the asset wins.
When it comes down to it, the spirit of the jam is to create something in spite of the restrictions imposed. These games should be a true expression of who you are, your perspective, and how you interpret the theme. I’ve learned an absolutely tremendous amount by digging in and making something from scratch; I’ve grown as a developer and game designer in ways that I wouldn’t otherwise had I not started from the ground up.
Games from scratch can’t really be enforced fully, but you’re short changing yourself and the community (of your peers, nonetheless!) should you rely on “pre-Jam” assets.
Plan for the scope of your game. Don’t let it get out of control. Decide on the ESSENTIALS of your game, and every choice from that point on must either serve the essence of your game or be put on the back burner. Start small, and then go even smaller. Once your core game is done, start polishing. Don’t get wrapped up in making something impressive - make something you want to play.
Haven’t done one of these before, think I’m going to start doing them because I need something external to give me a little ‘push’ to get something done. Looks like fun!
Extra Credits : Making your first game : How to start game development
Extra Credits : Making your first game : Setting and keeping goals
Extra Credits : Making your first game : Minimum viable product
Extra Credits : Making your first game : How to market your game
[video]https://…/playlist?list=PLp6WHZp1xUXOlZeU2D4TG1LbpNjJYcCEl[/video]
Wanted to clarify on the “Original vs. Purchased” - it’s not necessarily purchased, but sourced. Basically, let us know where you sourced the assets (you made them vs. you got them from somewhere else, learn tab included )
All original assets (yes / no) <- did your team make the assets for this jam or were they sourced from elsewhere?
did you mean yes/no/or maybe ? lol
seriously, always try to use original assets (rather not use anything I don’t create) but when time limit is running close, will throw the kitchen sink or the neighbor’s dog in the mix if, I can get them into the game & if it’ll finish the game in time.
also some jammers in past have used open licenses for 3rd party stuff, even noticed in the past some licensed stuff slipping thru which we hope doesn’t happen especially in this jam.
besides if someone even uses the Magic Sword tracks, that’s not original assets either, right
maybe yes/no/partial (w/ description) should be considered instead,
-include a brief description &/or credits for assets used ingame-
First of all think carefully about your game and then set some milestones + always stay organized (a good folder structure,…) otherwise you will lose sight of your goals
My art skills aren’t great either, but they’ve improved significantly since participating in jams purely out of necessity! That being said, I don’t start with art, I typically start with a cube or Manny the Mannequin.
It was my first in August. It was hard work, it was stressful, But GOD I had fun! The one thing you’re guaranteed to get out of this experience whether you think your game is bad or not. You’re trying!