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Day 5, how was your day?

A topic by DRAKOSEA created May 30, 2024 Views: 300 Replies: 18
Viewing posts 1 to 9
Submitted

I was far under achieved the plans because I planned to finish all the assets on the first day, but it took me 5 days and still have another half of it to finish.

Though I'd say the most difficult part was the player character, because it's my first real humanoid character. I shouldn't try to optimize the topology and just cheat wherever I could. It's simply rookie mistakes, yeah skills issue.

Then I finished the boss character in Day 4, which was supposed to be along with other models. But I spent 6 hours on a simple character just because I'm not sure how to make the boss looks cool. In short, I'm afraid that I'd underachieve the quality. It's the perfectionist problem right there even though I'm not highly skilled artist.

Then yesterday, my Day 5. I finished 2 things. First is the minion or common enemy. Second is the Nexus which is the key narrative object which will be shown in the game as an important object.

I still have to think about how I need to make debris for the sake of blocking the player's path. At first I thought that I must also make walls, but now that I think clearly about it after a proper sleep, I don't need to make it outside unreal since I could use simple shapes to make walls of various shapes and sizes.

Then it'd be the turn for SFX. As long as I finished SFX today, I'm sure I could have a playable build before the jam end.

Here is the minion and the nexus that I worked yesterday.


(+1)

Looking good.  Keep at it!  Those perfectionist voices can be difficult to silence.

I'm feeling very discouraged.  I had such plans for my entry but I've lost so much time to various issues that I think, in large part, come down to my almost-year-long break from any substantial game development.  I have had to scope down my concept, and while I think I now have the main technical issues resolved, I don't know how much I'll be able to do given that the jam is basically half-over.  I do find it easier to put in longer sessions where level design and even asset creation is concerned, so I might have an easier time making progress in the remaining time than I think I will, but I just don't feel good about it.

Anyway, I'll keep at it.  Best of luck to you and everyone else.

Submitted(+2)

I recommend you trying out "Horizontal build" approach. It's to walk you through the entire game loop but without functional features. So basically you make a sign or print the name of the functions that you're supposed to use during each parts of the game. Unless your game is a wave-based game like my past jam games, then I think it's fair to use this approach and try to finish the most you could.

Remember we can continued to polish the game even after the jam. So the most important part right now is to have "something" to submit in the jam.

I understood the rusty feeling you have. There was a year that I completely out of gamedev circle because I had to focused on university. Then there were many periods which I stopped gamedev for 3 months at the very least and 6 months at most in the past 5 years due to burnout which originated from bad management on myself.

But the most prominent part would be the expectation you have in yourself VS your real skills. Most of the time it could be you overestimated your body limits because you didn't understand the maintenance period for human enough, which is common and understandable. Then it's also the ignorant to the workflow. I used to struggle so hard on stuffs, but once I discovered that I had workflow issue, I just start learning from 0 and focus on the workflow itself instead of the qualities. Of course skills issue is the reality that we have to live with, since the industry set the standard too high. That's why I'm aiming to make my games with the quality of 2009 instead of trying to keep up. This way I won't have much floor to aim to, so the skills issue won't be long before it's completely disappeared.

Submitted

Hello everyone

I took part in last year gamejam and this is my 2nd jam but my progress is not that great. Kinda hard to learn unity while working during day and renovating house in the evenings/nights. Looking at all your games, my can be like a minigame that you could use (and probably most of the people here will build it in 1 day). I could only start working on my game 2 days ago cause only now I have some free time.

However I am motivated to finish this and learn something new. Even if I learn slowly, it is still something. Last year I made a game I thought was kinda shitty but everyone was soooo positive :)  If not that feedback I would probably give up.

Trying to do something bigger this time (something like vampire survivors). I will for sure finish in time. Question is how many mechanichs I will create. This time I will continue to polish my game even after the jam and hopefully it will be my first full game.

I am glad that at least I do not have to watch so many tutorials as last year. That means progress.

Submitted(+1)

It's fine to have smaller form of games. My previous jams are out there. You could try Rabbit Dimensions for example. It's something that I could make within 2 hours with my current skills. But it took me like 8 days to finish it last year.

As I recommended many people. You could try "Horizontal build" approach first. Which is to print out the name of the functions you wanted to make in that area, assuming you're not making a wave-based arena game like my Rabbit Dimensions which only need a few functions to perform.

Well even while I was developing Rabbit Dimensions, I was also print out stuffs that I need to work, for example, player's HP, or win condition.

Back when I was just starting with Unreal Engine 4, it's the game name "Ancient Gift" which caused me a lot of troubles just to modify the third person template into a first person game. It's full of bugs and the game took over 10 GB on my storage. Just the game alone was 4GB and in GDTV Jam 2021, we need to also submit the project folder which took nearly 7 GB. That's why I already deleted the game.

But hey, it's kinda functional enough and I was just start learning unreal from that jam.

The most noticeable achievement for me was the incentivize for me to reduce the project size as much as possible. Which allowed me to start working on finding the optimal workflow for UE4 and now my project sizes are roughly 600MB when I got a bunch of stuffs.

I'm not sure if my current jam project gonna be around 600MB though. I just hope that it won't exceed 1GB so that I could upload on itch without any problem.

I'm sure unity wouldn't have such project size problem since I used unity before I changed into unreal. I stick to unreal because everything is just superior :D

Submitted

I understand the struggle, I juggle between work, jam and family.
I started on monday and I don't think I will be able to work on my project during the week-end.

Let's do our best !

Submitted(+2)

I'm done! 

Since this is my first ever game jam and I've been learning Unity for less than a year I really wanted to do something with a small scope. I wanted it to be simple but as polished/tight as possible. I wish some things were better, like the AI is rather simple, but I am proud of what I accomplished for my first go around. At the very least I learned a lot!

Gauntlet2D by alexisduprey (itch.io)

Submitted(+1)

Congrats!

Submitted

Thank you!

Submitted

Looking real good, I like the new assets!

Submitted

I have all of the main characters finished now, I just have to draw up a few more enemy types and some pick-ups/power-ups and then it'll be on to writing a few lines of dialogue and finishing up whatever coding my teammate needs me to do.

I'm really enjoying reading these every day, I'm looking forward to playing everyones games!

Submitted

Nice progress. I've got a lot more done today as well, but I'll have to plan properly from now on since it's starting to get rough :D

Submitted

Noho wayyy ! Love the progress you've made! Art takes time and those level props and other look great ! 

If anything , if you're still not done with the art side of things, then make all the assets if you want, but if you don't have time DON'T feel bad about reusing code from other projects! There are soooo many others who do so...

Submitted

Well the required assets are done. It's time to work in unreal now. Though some assets like VFX and materials will have to work in unreal, but they can be wait for after the gameplay is done.

Submitted

Hey so far the materials that they already have look good!

Submitted(+1)

I got my fully playable beta done.

I have more features to add, but I like having something in a "finished and could be submitted" state as soon as possible. You never know what might come up.

Good work out there, folks!

Submitted(+1)

congrats!

Submitted

Phew... first jam here. I spent way to much time to build the basics and to pretty things up (and still have some issues with shadows). I currently only have two levels that are mainly story dumps and base implementations for interactables. I have to actually add some puzzles to my stealth puzzler soon xD

But today I completed the nasty stuff, menu, credits, acknowledgements to used assets, getting the export to itch working... so I should be ready to build levels and polish some more for the rest of the jam. Should be doable. Not sure if I get a satisfying bossfight in time though, I have a few real life activities on the weekend... If not I'll have to change the topic to walking-sim

Submitted

Good job on your progress. Your game seems to have a lot of systems involved. My game is just a walking to the next zone, fight enemies, and interact to automatically solve the puzzle which blocked the path toward next zone. There will be surely the boss fight for me since I spent my time working on the model.

There is not even a single basic system functioning in my game yet. I spent time to finish up the assets and only built a blocking level with "horizontal build" approach. I'll prepare to make a video for the next update post, so you guys could see what I'm talking about.