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Here is what I learned in my first Jam. What about you ?

A topic by Noxyde created May 31, 2022 Views: 739 Replies: 31
Viewing posts 1 to 20
Submitted(+1)

This was intense but I'm glad it wasn't shorter than 10 days, in the future I might do 48h jam but for a first I wouldn't have been able to make much haha. Here are some of the things I learned :

  • First something I already knew, I'm not an artist haha, I tried my best to make the game at least not too boring too look at. But I definetly will try to cooperate with someone that can create better looking art next time.
  • WebGL is a nice way to let people play your game but damn.... had to redo a lot of things for it to work. Apparently async await don't work in WebGL
  • I need to learn more about struct and interface
  • The fuction exist is really convenient, you can find if something exist in your list even in a list of struct.
    myListOfStruct.exist( x => x.x1 == 0 && x.x2 == 1) that's how I did the card fusion by checking if the recipe had an entrance in a list of recipe
  • Think about scalability of canvas and background from the start
  • Let each thing handle itself as much as possible, I guess that's what it means to not write spaghetti code

How about you ? I'd love to know what you learned in the last 10 days so I can learn from all the talented people here !!

My game is available here if you want to play it :)

Submitted(+1)

I learned the hard way that videos don't play on webgl builds unless one links to a video hosting server... After staying awake all night animating an intro and outro by hand. I had to upload a windows version instead, because I wasn't gonna let all that work go to waste.

Submitted

Ahh WebGL.... it's a nice tool though !

Submitted (2 edits)

learned a lot on dragging, gettin mouse position, sfx adjustment, webgl build and so on. it was really helpful. And still didnt understand why onmousedrag worked on editor but not on build. I changed ton to make it work on build.

Submitted(+2)

I really recomend using the new input system rather than the default one, check out Samyam https://www.youtube.com/c/samyam she really have everything you need to understand the new input system. 

I have trust issues with the basic function call like onmousedrag  cause I don't always understand what's going behind the code. Using the new input system you have to make everything yourself (kinda) but at least its a lot more clear 

Submitted

you may be right. I am gonna check it. Thanks 

Submitted(+1)

This was my second jam, for some reason even though it was 10 days (and not 48h like my first jam) and I picked a simpler idea, I had a much harder time this time around! It may be because for the first jam I devoted my entire weekend to it and had no other duties, whereas the last two weeks have been extremely busy (I am a PhD student and I have teaching duties, and my undergrads needed revision sessions before their exams, so it was quite chaotic). This has really shown me the importance of making a timeline, prioritizing features, and setting distraction-free time to work on my games! More time does not necessarily mean the result will be better. Also, I started off being a lot more organized and purposeful in my architecture, but as the time went by and I felt the pressure, I started writing spaghetti code and... I came to regret it, I have to say! This is a great way to remember: do it nice, or do it twice!

Submitted

Everyday life influence work time a lot, a shoutout to the TA out there haha. 

I made a big draft of the project before I started with the architecture I was going to implement to follow the state of the game and it really helped me get started. I was more confident I could work on the gameplay knowing that the backbone of the game was stable and convenient to build on.

Submitted

I learned I work much better when I'm not crunching to get it done. haha But this was my first game jam so it was definitely a fun experience.

Submitted

I got to try out voice acting and it was really interesting and fun!  I learned that I like it and I think it really is cool to have in a game. 

https://itch.io/jam/gamedevtv-jam-2022/rate/1541317

Submitted

Well, I think the most important thing I learned from this jam is just how much I can get done when I really put my mind to it and I'm under a deadline. As far as game dev goes, I learned (or more like relearned) concepts with Unity's animator that I forgot about. The last two things on your list also resonated with me as well with the canvas and organizing code in a neat and efficient way. There were some things that I wanted to change but ended up couldn't do it quite so easily because I hadn't planned it out quite so well. Created some wonky workarounds to make things work, but if I continue with this project I definitely will be refactoring a good amount of code.

I think as far as art goes, this jam has really made me want to get serious about learning pixel art. I think I made the best use of the assets that I had, but I wish everything had a uniform art style. I would love to create nice art assets to go along with games that I make in the future.

Submitted

Art is hard.. I don't know if I want to focus this part or just git gud in dev haha, I look forward working with an artist in the future. must be nice to code a game that look really good 

Submitted

I have the same dilemma. I feel that if I can give even just a little bit of time to art consistently then maybe in a couple years I might have something alright lol 

Submitted (1 edit)

For me, the most important thing was proving myself that I could do it. Another important lesson was to know my skills limitations (for now, there's alway room to improve) and think of ways to work with them. Keeping the project organized helps a ton when making any change, not only in the code, but also in level, files and assets.

Since I've started learning UE recently, I wanted to make my game on it even with previous experiences with Godot and Unity (but haven't finished any game project till now). Man, it was a ride on learning several features UE5 has, material shaders, post processing shaders or trying out different ways to craft my levels trying to keep it light run.

A phrase that I heard on some videos, "kill your darlings". Learned the meaning in it the hard way, there were lots of interesting ideas in my mind. But there was another lesson, manage the scope of the project. Will it improve the game's experience? Is there enough time to make it happen? Once implemented, where will it be applied? Will it break previous made game sections?

On the level design field, a puzzle in my game has a problem that I later found out. The goal isn't always on player's sight, so the player can solve the puzzle and still feel like is stuck in that puzzle bc isn't seeing the exit.

On the graphics, I learned that keeping a smaller color palette would make my art more consistent as I'm not skilled in the field. But that may not be the case for others.

I would like to apologise to everyone that played my game about the musics. Had to start from 0 to composer in a short time. I mean from zero as I did not even had a clear notion of how the tempo would influence the music.

Lastly, it's okay if the game project isn't the best. Every game had flaws, learn from them to improve.

Submitted

Knowing what you can make in a set period of time and being realist about your skills is important, setting a scope with that in mind is nice cause feeling I could finish my project in time was a big motivation boost !

Submitted

This was my first jam/game, so I learned quite a bit. I think the most positive thing I learned was getting more familiar with Unity as I went. Things were getting simpler to figure out as I progressed. For example getting characters to face the right direction as they moved took a long time (done earlier in dev), but adding audio to the different events ended up taking minutes (towards end). My goals before starting were:

  • Get proficient with tile maps - So so success. Still can’t get them to do exactly what I want with the rules.
  • Tile map collisions - mostly successful. Bullets still go through walls.
  • Figure out animation for sprites - success
  • Audio - much easier than expected. Might try spatial next time.
  • UI Elements - was the last thing I did. Will likely start there on future projects.
  • Menus, loading screens, etc. - Ran out of time

Was a fun week!

Submitted (1 edit)

Regarding your Tile map collisions, check if the Composite Collider 2D has been set to Geometry Type Polygons instead of Outlines. It may improve your bullet detection.

Submitted

This was my first game jam, and one thing I learned from this jam is how much can be done in such a short time if you work diligently, and make the time for it.

Game design is a field i'd really love to work in, but life always seems to get in the way of getting work done, so it's been a while since I've put so much effort into a project. Even though the graphics and sound are very basic, I'm quite happy with how my game turned out overall!

It's hard to believe that just 2 weeks ago I was coming up with game ideas for each possible theme while joking around with a coworker, and now I'm here having finally put out a full game. It's the jumping off point I needed to start taking my future career seriously and stop treating it like a side hobby.

Submitted

Exactly! I feel the same! Completing a game and getting positive feedback is just the confidence booster (and kick in the butt) I needed to take this more seriously.

Submitted

I was actually surprised by the pressure. I really didn't start working on the game until the very end, yet the pressure lasted for 10 days because I really wanted to submit the game to my first Game Jam.  But hey! There's always a first time and my Game Jam virginity is finally over. Onward and upward! 

Submitted

I learned that maybe Unreal isn't the best engine to use for game jams.

Cant be played in the browser and just over 500mb for a very simple game, yes I'm sure that could be made somewhat smaller but I would expect more browser games to be played then ones that need to be downloaded.

Submitted

If you manage to make a really attractive project page, with videos and GIFs showcasing the awesome visuals that usually come with the Unreal engine, I'm sure you'll get more people to try your game!

Submitted

I wouldn't say that I learned something new, but more that it reminded me that you should never believe everything will work fine even if you made it dozens of time in the past and it always worked. I tried to implement a saving/loading high scores system in my game which is literally just saving 3 Lists of 10 integers and because I tried too hard on making the high score "secure" in a certain why I'm normally used to use, I couldn't make it load it back in even though the save was successful. there was some error code popping out telling me that the list was not created (while it truly was as I could access it internally) and due to lack of sleep and having wasted 5 hours on debugging the crap out of that broken system, I scrapped the score board for the Jam.

To give an idea of how much I'm normally used at managing this kind of system, I have made a save/load system for an action RPG that save the data of 8,999 NPCs and 1 player and the whole system is quite solid in a way that makes data injection pretty much useless. (The save file can be edited, but even that comes with back-checks when the files are loaded and even saved.) And yet, in this case, I failed at being able to save and load (and use the data in-game) of 10 scores.

Submitted

This was my first gamejam, I learned how to downscope and release the game with the least viable game loop rather than leaving it with an unplayable system, it still kills me that I had to drop features but I would of needed 30 days not 10 lol.

I had no ability to build a webgl version of my game as it had too many systems that are incompatible with webgl.

Which I have found out puts an extra step in the process of people trying the game, I might add a gameplay video to overcome the lack of webgl.

I also found out that people download the top option for download even if the one just under is better experience, always put the best experience download at the top.

As I'm not an artist I found out that making the Ui the same colour scheme as the game kinda blends in and is unnoticed, I have also found out that even with a simple principle to myself those who are not used to the game style would need a click here click there tutorial, I tried to lower the amount of text tutorial as I hate them myself, where I had to I tried to add it into a base dialog but noticed people tend to skip it if a skip button is present, so I will delay the skip button.

https://itch.io/jam/gamedevtv-jam-2022/rate/1550704

Submitted

A lot of good comments in here:
My 3rd GDTV jam and my 5th overall, but I still learnt plenty.

1- When you make a physics based game, don't just throw rigidbodies on everything, caused me a lot of pain early on with balls flying through walls etc.
2 - Feedback is very important
3 - Be proud of what you have done
4 - Use jams to either fail fast or test your knowledge (or both)
5 - Help others when possible 
6 - Test and rate as many other games as possible

Submitted

I've learned that taking a week off isn't long enough, I needed an extra week after the jam just to play, rate and comment on everyone's entries! I only got through 106 and I'm thoroughly burned out.
I've also learned that what started as just an idea of something that could represent my ideas in the time we had, may have potential for a full-length real game. Maybe I'll change my mind when I get my ratings but from the feedback, people seem to have appreciated, if not entirely enjoyed, my game.  Originally I considered doing a "remastered" version with the art and some features that got dropped. Now I'm considering if I can develop it into something commercial

Submitted

Completely agree! Did not expect to put in as much work into the voting week as I did in making my game. And only 106? Man, you're killing it haha. I only have 84 at the moment. I want to have 100 by the end of the jam but I really don't think I'll be able to do much more than that.

Submitted

Something else I learned. If I enter another jam, I'm not making a platformer.... so many, many platform games.

Submitted

As this was my first attempt to make an actual game I definitely learned a lot from doing this - while my game is very different from what I pictured at the start of the jam, I'm still really pleased with it!  My game was made in Unity, and while I'd followed a few tutorials before, this was the first time I was having to piece things together myself.

My main takeaways were:

  • Learning the basics of importing models and animations.  I spent a good few hours just figuring out how to get the rigging/avatar importing properly, to say nothing of how to trigger the animations on cue!  I also really want to learn the basics of making my own sprites/models, but that's a whole other rabbit hole to go down...
  • Getting to know the different types of colliders and physics systems.  I managed to make a really impressive special effect where the walls and features of my level broke apart and drifted off into the abyss, which would have been great if only I had meant to!
  • Focus on making the bare minimum of a game that can be played from beginning to end - it was so easy to get distracted by trying to add a particular feature or keep on tuning it!  In the end, I'm really glad I scaled things back to tick off the core gameplay ideas as otherwise I would have run out of time with only a half finished game.  It's much easier to add content/features into a functional game than it is to try to make a game out of a collection of features, especially with that deadline looming!

All in all, I had a great time!  I'm also really impressed by the submissions of the other entrants - I've seen some amazing games this week, and I'm already looking forward to my next gamejam!

Submitted

This game jam game is my first jam game and my second overall game. Well, maybe I could say this is first because I was making a simple hide and seek game but I got into the jam halfway through it. That being said, I agree with what you said though. I would add that I also learned that I need to properly pace myself when making a game as well.

Submitted

I've learned that I should re-read the description of the game jam before signing up - I misread the 10 days as starting on the 10th May, rather then the 20th, which meant I only had a few days to write anything before going on holiday! 

I'm quite pleased with what I did get done in those few days, though, especially as it was my first game jam, but as I only got back last night, it meant that I haven't had chance to check out more than a handful of the other entries before voting finishes :( 

I'm looking forward to taking part in a future game jam, and getting the full experience next time.

Submitted

I was only 1/2 way through the third project on my first Gamedev.tv class when I decided to try something for the jam. It amazes me what we were able to build with just some basic scripts and free assets in a little bit of time. I can’t wait to see where the rest of the lessons will lead.