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Epic MegaJam! October 8-15th, 2015. THEME: STANDING ON THE SHOULDERS OF GIANTS

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    Originally posted by Chance Ivey View Post
    Theme is something taken into consideration when judging, yes.
    GREAT to hear
    Raed Abbas
    IMDB
    FACEBOOK
    Circle Of Time the game
    Dynamic Shared Camera

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      Team name: Intiger

      Team members:
      woeavatar, William Bustamante
      granjalf, Juan Murillo

      All original assets: NO, it is a patchwork of example, original, and scavenged assets, shame on us

      STEAMPUNK RANGERS: Because outdated heros never die, even with old technology and back problems, they replace their missing brother in arms and take reins of their colossal robot switching controls.
      Control the remaining rangers inside a giant robot to use the weapons and jump controls to destroy as many enemies as possible.

      Has some bugs, but we are still very proud of it, and most of all, it was a blast



      Link: https://onedrive.live.com/redir?resi...int=file%2crar
      Last edited by woeavatar; 10-16-2015, 06:13 AM.

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        We have made a video to our game. Can i edit our submission post to add it?

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          Ending my playthrough stream early, need to get some sleep, ~24hour consecutive stream is hard to do, taking an 8 hour break. Will resume playthrough stream at 2PM PST. Only developer requested games have been played, so if you have not seen your game played and requested it yourself, it has not been played yet by me on my stream.

          http://www.twitch.tv/awesomeallar

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            Great job Allar! You are really tough.

            Hats off!

            Game Design - Photogrammetry - Programming
            Tutorials · Twitter · Twitch

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              Originally posted by m.orzelek View Post
              Just watched Allar playing our game! Hope you liked it!

              If anyone wants to play the (R)evolution Jumpers here's the link: https://drive.google.com/file/d/0B07...ew?usp=sharing

              Digital Hussars team
              Hussars, this was a fantastic game you put together. Really good work.

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                Some UNOFFICIAL statistics based solely on my interpretation of data from this thread.

                Teams entered the contest: 284 (may be a bit off as I didn't manage to grab the most recent list before it was replaced with the list of finishing teams, still should be close enough)
                Breakdown by members count:
                Teams with just 1 member: 131
                Teams with 2 members: 52
                Teams with 3 members: 32
                Teams with 4 members: 28
                Teams with 5 members: 41

                That makes 4 members per team the least common and 1 members per team the most common, seconded by 2 members per team.

                Now to the finishing teams. Total number of teams that finished the contest is 190.
                Breakdown by members count:
                Finishing teams with just 1 member: 87
                Finishing teams with 2 members: 29
                Finishing teams with 3 members: 21
                Finishing teams with 4 members: 21
                Finishing teams with 5 members: 32

                That gives us the following data: 67% of all teams have finished the contest.
                66% of all 1 member teams have finished the contest which is pretty close to total percentage of finishing teams.
                Just 55% of 2 members teams have finished, being by far the least effective member count.
                66% of 3 members teams have finished the contest, also pretty close to average.
                75% of 4 members teams have finished, which is significantly above average, also remember that 4 members per team was the least common team configuration among entering teams.
                78% of 5 members teams have finished the contest, being by far the most effective team configuration.

                Here is all the data in table form if you prefer that to my mumblings:
                Code:
                members	entered	finished	% finished
                1	131	87		0.6641221374
                2	52	29		0.5576923077
                3	32	21		0.65625
                4	28	21		0.75
                5	41	32		0.7804878049
                total	284	190		0.6690140845
                Now some interpretation by me, may be totally wrong. Apparently the more members you have in your team the better your chances to finish your project (who would have thought), except two members, you are far better off alone than with one other person. Probably it is because in two members team there is no apparent leader and everyone has their own idea of things and there is no one to tip the scales to either side.
                Teams with more members are probably more prepared and take things more seriously, after all the effort they took to put their teams together they wouldn't want to just give up half way. Percentage of finishing 1 person teams is almost exactly the same as total percentage of finishing teams, so being alone is ok, but if you truly want to have an advantage then grab some extra manpower. Also those numbers should probably be weighted because there are much more 1 member teams than any other member count so all of the above may not mean anything.
                Last edited by VRLtqq; 10-16-2015, 10:26 AM.

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                  @VRLtqq: That is interesting ... because it goes completely against Brooks' Law

                  The "mythical man-month" (http://en.wikipedia.org/wiki/The_Mythical_Man-Month) is a concept that was first introduced by now-famous computer science writer Fred Brooks. It has been proven true time and time again to the point that it is now simply referred to as Brooks' Law. Briefly, it describes the fact that adding more team-members to a project does not reduce development time. In many cases, the more people working on a project, the longer it will take to finish!
                  Extract from a book I am reading:
                  This might sound counter-intuitive at first, but just as the machine with more parts has a higher likelihood of breaking down, so does the team with more members. All that enthusiasm can be infectious and certainly a good team can create amazing things, but don't be fooled into thinking that doubling the size of your team will halve the development time of your project.
                  Weird. 8-}
                  Quinton Delpeche
                  Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

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                    Originally posted by qdelpeche View Post
                    @VRLtqq: That is interesting ... because it goes completely against Brooks' Law
                    Weird. 8-}
                    Well, maybe member count didn't change development time, we all had the same amount of time to complete our projects. Just seems to be more likely for more people to actually finish their project, regardless of how long it takes.

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                      Unfortunately I wasn't able to get my project ready for the jam. The new rules made it more difficult especially being a one man team. Hopefully I can participate next month.

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                        Originally posted by qdelpeche View Post
                        @VRLtqq: That is interesting ... because it goes completely against Brooks' Law [...]
                        I think you have to look at the quality rather than completion in this case. It's crazy what some people managed to build on their own in just a few days. Some of those one member submissions hold up very well if you put them next to even five member games. I don't mean to downplay the results of larger teams of course, there's some amazing stuff all across the board!
                        And managing a team and putting everyone's work together is a job on its own after all - Literally!

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                          Originally posted by VRLtqq View Post
                          Well, maybe member count didn't change development time, we all had the same amount of time to complete our projects. Just seems to be more likely for more people to actually finish their project, regardless of how long it takes.
                          I don't think it's that bizarre in this case because you are talking about really compressed timeframes, small teams and disparate areas of expertise. Even the classic laws of physics break down at extremely small scales (game jam theme reference +1)

                          In my case, working independently, I put in about two days on art assets. If that portion wasn't on my plate, I could have done sound fx or voices (my game shipped with neither) and some more bug fixes. With such an immediate deadline, I know of a few people who didn't complete their games because of showstopping bugs or things they couldn't resolve.

                          Now, if my team had been me, a 3D artist, and a sound engineer, adding people wouldn't have reduced the development time, it probably would have just resulted in a more polished product.

                          Anyways, great stats.

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                            Originally posted by Eugenestrickbag View Post
                            The new rules made it more difficult especially being a one man team.
                            How so? If anything, it was easier with the full week to work with.

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                              Originally posted by drekmonger View Post
                              How so? If anything, it was easier with the full week to work with.
                              I'm curious about his statement as well. This was my first foray into Epic's Game Jams, and I found nothing in the rules that would imply any kind of hindrance to just jumping right in...



                              Thankfully, this time around I actually managed to produce a playable game... My first and only previous Game Jam experience a few years ago, not hosted by Epic, resulted in something so god-awful that it made E.T. look like Contra... Suffice to say, it looked terrible, was unplayable, and made me cringe that it had my name affiliated with it(Our programmer was not very good...)...

                              This time at least, going solo, I managed to make something that not only looked half decent, but played relatively well on my crappy laptop, and was pretty fun once all the mechanics and enemy types (that I had time to make) are fully introduced in the 4th and final level. At least by my play testing... Couldn't get anyone else to test it for me before submitting it, and only have my laptop to test with at present...

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                                Originally posted by Eugenestrickbag View Post
                                The new rules made it more difficult especially being a one man team.
                                Originally posted by drekmonger View Post
                                How so? If anything, it was easier with the full week to work with.
                                I think Eugenestrickbag was referring to the rule for "no 3rd party content" (except Marketplace; which is available to everyone). Since a 1-person team would presumably have to perform all the roles in the team (code, design, art, etc).

                                And a multi-person team could divide the areas of specialty among them.

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