Showing posts with label game jam. Show all posts
Showing posts with label game jam. Show all posts

Monday, May 28, 2012

TOJam: Post-Mortem

Two weeks ago was the Toronto Game Jam: TOJam 2012. If you've been reading my blog, you probably know all about it. If not, then check out the TOJam site for all you need to know about it.

TOJam was a great skill development opportunity and really brings developers back to a grass-roots, guerrilla-style development cycle. It was exhausting, challenging, and ultimately, very fulfilling. The weekend was full of ups and downs, and was a great learning experience.

Chris Regnier, Tim McLennan, Jeff Canam and I, were team Unskippable Cutscene. The game we worked on was called Quotidian Shift, a puzzle game presented as a monthly calendar where you must shift around days on the calendar to avoid apocalyptic scenarios by making sure those days don't happen in the timeline.

Here's an outline of what went right, and what went wrong during the TOJam weekend.

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What Went Right

1. Focused team of pros

The team was mostly made up of development professionals who have been making games for a few years, so we had a deep understanding of what we needed to accomplish and how we were going to do so. This also made communication between team members very easy, as we were all on the same wavelength.

2. Jeff's pixel art

What could have been a potential problem actually turned out to be the best part of the process. Jeff's pixel art was the big draw for our game. His images were beautiful, and were created with the most unlikely of tools (MS Paint, no less). For someone with no game design experience, Jeff produced assets on schedule and was a huge motivating force on the team. We couldn't wait to see what he'd be making next.

3. Project scope

Being experienced professionals, we knew how to keep our game's scope nice and tight. We didn't have any plans for an RPG combat system, dynamic enemy A.I., or customizable character equipment, we had a simple, and focused game experience outlined.

As a designer, I was able to immediately identify, and define, what kind of experience I wanted for the player and created a plan to bring that to life. The project wasn't too big or unmanageable.

4. No pressure

TOJam is a fun event, and we came to have fun! While the jam is an intense experience, it is not a competitive one. Everyone spends the weekend working towards the same goals and the atmosphere is pretty light. We really wanted to have something really great to show off at the end, but we knew that no matter what happened, we would be proud.

5. Managed to make some decent tools for the engine


By Sunday, some key components of the game engine had been completed and it became easier to put graphics and sounds into the game. Finishing these engine elements sped-up development significantly, but so much time was put into them in the first place (most of Friday and Saturday). Our goal was to create updates to Chris' engine that will help make it easier to develop future projects. A possible downside is that many of these features were too quickly "hacked in" and are were not created in the most efficient way possible.

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What Went Wrong


1. Worked on an engine; not on a game

We were using a completely custom-built game engine to build the game, and there was a lot of work that had to be put into that engine during the weekend. Even on Sunday, very little game logic had been put into the game; engine features were being refined and figured out.

The work that was done to the engine will prove to be very beneficial in the long term, though (see conclusion).

2 .First time jammers

Most of the team (Chris, Jeff and I), had never participated in a game jam before and some of us (mostly me) were unprepared for the physical and mental toll that this event would take on us.

Jeff and I had to commute to the event, and did not bring supplies (pillows, toothbrushes, etc.), and discovered that going back home would not be an option. This made the late nights (well into 3 or 4am) much harder to deal with. And our determination to pull an all-nighter during the first night was just a recipe for disaster (what a bad idea).


3. Not enough work for the designer

The concept was completed beforehand, but there was still a lot for me to do on the first day. I wrote a bunch of documentation and outlined an asset checklist for art and defined what features would be needed for the game.

Into the second and third days, however, there wasn't a ton of work for me to do. I was formatting game assets and creating sprite sheets from Jeff's art, as well as some minor scripting. I was acting as a facilitator for everyone else, doing whatever tasks I could do to make everyone else's lives easier. Still though, I was often left wondering what more I could do for the team, and could have been busier. Next time, I will come prepared to dive head-first into the game code and will pitch-in with the programmers.

4. No testing

The game was being worked on right up until the very end. Things really came down to the wire, so there was no time for any testing. As we continue work on the game, there will be a greater focus on testing, there was just no time for it at the jam.

5. Too much time spent on an unimportant feature

Sleep deprivation may be to blame for this one. A lot of time was spent working on getting a custom font system built into the engine. Of course, the realization that we didn't even really need a working font at all came far too late (after quite a few hours had already been spent on it)

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It's always great to test your limits and work within an extreme time constraint. It's a great way to learn some of the most important things when under stress: scope and priority. The most common problem that is encountered during a game jam is keeping the scope of the game tight and focused (it's all too easy for things to get out of hand and impossible to accomplish). The scope of our game was appropriate and we remain proud of what we were able to accomplish over the weekend.

TOJam was a fantastic experience and I personally feel better for having participated! I'll definitely be back next year, and every year from now on.

The story of Quotidian Shift is not over, though, as we're still at work on the game. So stay tuned for more updates!

Saturday, May 12, 2012

TOJam: Delicious Fruits of Labour

It's been a very long Saturday, but Team Unskippable Custcene has been hard at work on our game Quotidian Shift, the puzzle game of daily life and the occasional end of the world.

After two days of hard work and a complete lack of rest, we have the first screens to show off, the game's Title Screen and the main game screen.

Quotidian Shift title screen, courtesy of Jeff Canam

Quotidian Shift: a calendar-themed puzzle game


All of the art for the game (the beautiful, beautiful pixel art) has been created by my brother, Jeff. It is very important to note, that all of the art for the game is being created in MS Paint. Just wrap your head around that.

Everything is going very well, and the art is turning heads (especially the process of making the art)!

Hopefully I'll be able to post some form of gameplay footage soon!

Stay Tuned...

TOJam: My terrible Idea to work through the night

So, the rally to work through the night... was a terrible idea. A terrible, terrible idea.

Around 4am, productivity not only reached zero, but I think we were actually becoming counter-productive.

Thanks to some rest, we're back at work on the game and feelin' pretty great.

TOJam is really fun when you're not super sleep deprived.

TOJam: And so, the madness begins

As May 11th draws to a close (it's 11:45pm local Toronto time as of this writing), we've decided that the best(?) thing to do is to stay and work all night, through the night.

As we continue to work late into the night, I've realized that since it'll take me 1 1/2 to 2 hours to get home, and I have to come back into town in about 8 hours (4 hours travel and 4 hours of sleep), I'm just better off staying all night.

We'll see how the night goes...

It'll either be brilliantly productive, or a hilarious decent into madness.

Art is still being produced (and even drawing some outside attention!), the programmers are working through engine issues, and I'm finalizing screen layouts, working on documentation and researching some useful tools to make some beautiful 8-bit music.

Hopefully that second will come along, just in time...

Friday, May 11, 2012

TOJam: First signs of progress

We're a few hours into TOJam, and ideas are (slowly) turning into tangible assets.

The theme of this year's TOJam is "The world is NOT ending".

I have designed a time-shifting puzzle game that involves defying apocalyptic predictions and ensuring that the end of the world never happens. The game design is fleshing itself out as I write the design documentation.

The title of our game is "Quotidian Shift". And here's a small taste of what's to come:

The one-room apartment of the protagonist Steve Salaryman


Nuked. Here's one of many possible apocalypses that you have to make sure never happens

The game is played on a monthly calendar and the player must shift and move around dates on the calendar as our "hero", Steve Salaryman lives his life. You have to make sure that he doesn't go to sleep one night and wake up the next in a horrible, ruined reality.

Stay tuned for more updates!

TOJam 2012: The Sevening

And so, on the afternoon of May 11th, 2012, the Toronto Game Jam (TOJam) begins.

TOJam is a three day event where game developers (from professionals to amateurs to freelancers) get together to create games over a three day period. It's a feverish rush of creativity and number crunching.

As our team, Unskippable Cutscene, works through the weekend, I'll try to post as many updates as I can. Hopefully, it will shed some light on the highs and the lows of a (very) condensed game development cycle.

Now that we've officially started, here's what's going on:

The first short term goal for me, as the game designer, is to complete the game documentation (a complete outline of what the game will be and how we will create it) for when the programmers arrive (they guys will be actually building the game). I am also working with my brother Jeff, who is doing all of the pixel art for the game, on getting the look and feel of game ironed-out.

There's a ton of ideas floating around and it's my job to take everything, condense it into some useful information for the team and plan out our development process and strategy.

As of right now, things are looking very good, but the task is still quite intimidating!

What are we in for?!?!

Stay tuned...