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Staying Focused?

A topic by Tiarali created May 23, 2022 Views: 287 Replies: 6
Viewing posts 1 to 6
Submitted(+4)

Hey.  This is my first major game jam.  I think I'm doing ok, but I know I'm focusing mostly on stuff I've done on tutorials before, and I'm worried about the few new features that I have yet to implement where I'm going to have to apply my knowledge to a new situation :/  So it could all come crashing down.

My big problem seems to be staying focused.  On Saturday I did so well!  I breezed through it.  Yesterday I needed a bit of a break.  Today I just don't wanna.  But I work tomorrow, so I feel like I need to do as much today as I can.  Anyone got any ideas on how to stay focused and motivated when you have a close deadline?  I think it's particularly hard for me because I don't have a realistic idea of how long different things will take to implement yet.  So I don't know if I need to allow extra time for the menu screens or the audio yet.  So it looks like I've got a pretty good start (set up two basic levels of a simple platform game - I've just completed the 2D course).  But I don't know how to pace myself.

So yeah.  Surely I'm not the only one struggling?

Submitted(+1)

I get where you're coming from, I'm sure there's a lot of people facing this issue who can relate.

I relate because I'm feeling the deadline approach already, even though the jam just started. Since I'm using a trial version of the RPG maker MV software, and it's coming towards the end, the 10-day jam kind of translates in my case as a 5-day timer, which is a little infuriating. On the flip side, knowing I have less time, it motivates me to push harder in the time that I do have, so I got quite a bit of work down in 2 days. I'm essentially making every day count, because I really like the idea I'm going with and want to make this story happen.

Point I'm trying to make is, try finding what motivates you to keep going. Why did you join the jam in the first place? Despite what did you join it, even? What do you love about your project? Use that to fuel your energy, and you should be good to go :)

Submitted(+1)

Hey Iarlai,

I know the feeling. I think most of us get that way. I would say breaks help me the most, but not just a simple walk away. An extended 30min - 1hr walk outside and life experience kind of break. I don't tune out mentally. I will think of the game with concept ideas, or timelines, but just strip yourself from the screen and really allow yourself some sort of reprieve from the strain. My partner frequently wants to go out and do things, which I mostly have to turn down, but she is very motivated in helping me. We will talk through the days to come, or hours, if there is someone willing to lend an ear. I would suggest having a conversation about it with them, again, away from your computer!


Anyway, hope this helps! :)

-Your Fellow GameJammer

Submitted(+1)

I can understand this. I don't know that I've been having such an issue with staying focused. More like, I think I probably should've planned better. This is my first jam though and I'm definitely a beginner with Unity and game dev in general. I definitely overdid it the other night. Stayed up until 2AM working on stuff, but it's been pretty discouraging actually because I don't feel like I have a lot done despite this. I figured I'd go to bed early today and come at it fresh tomorrow. 

I more or less have been following what I know as well, too. I think that alone is enough for me this game jam. I'm trying some slight new things but for the most part I'm keeping it safe because I don't think I could manage anything more.  Hopefully, I'll be able to complete a submission by the end.

But yeah, not sure this really helps or not, I guess I'm just giving you my own experience so far. Good luck all the same though!

(+2)

It's overwhelming, isn't it.  You feel like you're supposed to have this endless energy to do something outside of your comfort zone, and as you hit more and more roadblocks, the "resistance" to "doing" becomes stronger and stronger - I mean, why keep doing it if it's just going to be so difficult, right?  I'm definitely projecting in this response to your post because as someone who stepped away from Unity and game dev for a while, I'm finding I'm pretty rusty in ways I didn't think I'd be and have been struggling.  So, you can look at it a few different ways:

1- Give yourself permission to fail to submit anything.  You have an idea about what you want to do and it might take you longer than the game jam period allows.  However, you will still anchor a lot of things into memory and your game development skills will be better.  Plus, you can still complete whatever you started, add it to your Itch account as part of your portfolio, and you'll be all the more prepared to join another jam and do better.

2- Give yourself permission to fail to create the game you wanted to, but commit to submitting something.  This will involve stepping back, re-scoping your idea, and still be able to submit the game and get some feedback - you'll probably get more people playing it and giving feedback in the midst of the post-jam activity than finishing it in another month.  Properly scoping a project is a huge skill that will be incredibly valuable for you to develop for future jams and even commercial projects.  FYI, sometimes you lose energy toward an idea because you're not really into it, too - so you can use re-scoping to re-conceptualize the project entirely.  At this point, you still have like a week.

3- Give up... for now.  Maybe now isn't the time - maybe you're really distracted with other things or maybe you don't have enough of whatever it takes to "fill your cup" with what it takes to get even a small, mediocre game submitted.  Game dev isn't for everyone at all times - maybe you need to build more skills and get some other small game projects completed on your own before tacking a jam. 

Personally, I left the jam and just rejoined - this past weekend wasn't what I had hoped it would be at all and had the disappointing sense that I wouldn't be able to submit something I'd be okay with.  However, after sleeping on it, I'm going to go with #2 above and just get something done - probably with a strong focus on a particular thing that I think I can do well, like lighting and post-processing, something visually pleasing but not necessarily as fun and riveting as I originally wanted to.  I'll take submitting something as an accomplishment and look forward to adding a focus to my game that involves something interesting to me to learn or develop further.

Submitted(+3)

A great post to help reorient! I have to say that I'm somewhere in between 1 and 2. A part of me knows that the best thing I'll gain from this game jam is the learning process since I'm such a beginner. It will help me to put into perspective what I can reasonably achieve in a short amount of time. So, I know that if I don't submit anything then it's not a big deal because I would have progressed in my game dev journey regardless.

That being said, I really want to submit at least something. I will admit that it is, in part, because of the free course GDTV is offering. But also, I really want to put something out because a small part of me will feel like I failed if I don't. I know that's not really true, but not sure I'll be able to completely shake that feeling. 

Luckily though, I've completely re-scoped my project and turned it into something a lot simpler. This time around I went straight into prototyping using the Unity shapes for sprites and backgrounds instead of wasting so much time trying to find a free asset pack that would work. I figured if I had the game down then even if I couldn't find the best looking art then I did actually achieve the goal of making a playable game even if it's abstract and looks atrocious. 

Good luck to you and glad that you came back to give it another go!

Submitted(+1)

Frankly this year I am not even a fraction as motivated as last year. Which is a bit annoying but I'm going to make a plan tonight with approx tasks to do each day (lighter work on weekdays, heavier on the remaining weekend). And the game scope is going to be nailed down and sealed in a adamantium box ;) I guess I'll know this weekend if I'll be able to release something, but if nothing else I'll have a nice springboard project to use in future.

I will say though that the experience last year on the gamejam was super good, rewarding and USEFUL for these reasons - hopefully these can motivate you (and even me as I've been struggling as mention):

  • Finally managed to release a game to the public - and this is a big deal
  • Lots of feedback from your fellow jamsters and believe me there will be someone that really likes your game. Giving feedback is great fun too.
  • Pulling together a 'full' game is very much accelerated learning - most tutorials you find simply won't cover the entire process of packaging everything needed to release a game.