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My game jam setup and timings

A topic by kirdaybov created 17 hours ago Views: 13
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Submitted (1 edit)

The game is called Propaganda.
I'm pretty happy with what came out of the 2 days of this jam so I thought maybe I'll share my experience.

Disclaimer: I'm a graphics programmer in a AAA game studio so keep that in mind. That being said, this is my first game jam.

Tools used:

Godot as a game engine.

Aseprite for pixel art.

Reaper + Surge XT + midi keyboard for SFX and music.

Git for version tracking so there's no work lost.

I spent ~6-8 hours implementing core gameplay. The genre chosen is a turn-based strategy so it was somewhat involved. I needed to implement turn-based movement mechanic, unit selection, simple economics, lots of interaction between HUD and gameplay (deploy ad, update funds, update propaganda level, show proper movement when a different unit is selected, etc). First day I just focused on that with no graphics/sounds/animations/out of the box UI.

Second day was really to make everything pretty (I hope). I spent around 3-4 hours drawing main planned assets + animations (two terrain tile maps + animations, 3 types of houses, 3 types of ads, unit animation, UI elements).

Then I spent 2 hours making SFX and music, for this game it was 3 simple SFX (on ad deploy, on turn pass, and on turret spawn), 35 second loop of music and a short 5 sec tune for an end screen.

So it was around 4pm of Saturday at the time so I got to polishing. Fixed some bugs, polished my level design (if you can call it that), added a camera zoom out + turret spawn animation/VFX on the end of the game. All together another 1-2 hours.

I wanted to have an intro screen with an animated flag so that was a bit of programming and drawing. Another hour or so.

Finally added in-game tutorial, another hour.

Hopefully it gives some perspective on what time was spent there for this type of game.