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We're over the halfway point, how's everyone doing?

A topic by Karythina created Jan 09, 2016 Views: 889 Replies: 16
Viewing posts 1 to 17
Submitted(+6)

I wrote a blurb at the first 24 hours that was basically congratulating myself (and everyone) for actually just STARTING the adventure of game dev, and how much fun it is to see an idea of yours get created, with a little extra did-it-myself garnish. Well, now that the honeymoon has long passed, how are we all holding up?

We've jumped into the pool, we're learning, we're working, we're have low points and high points. At times when I was feeling especially down about myself and my progress, I'd check out the twitter hashtag and see what's been submitted, or browse a few posts. I felt some kinship in seeing other people puzzle out how to do what they wanted to do, feel happy someone got something major working, or had a bit of a laugh at someone's latest "guys this is broken" glitchy gif. I wasn't alone. That felt great. If anything, that's one of the best things the Jam is doing for me: doing something alongside others and sharing in what it's like.

I've learned a couple things so far in the week. The biggest one being that there's a lot of mundanity that goes on behind the scenes of a game that needs painstakingly worked out. As it turns out, developing isn't quite as easy as waving a magic wand and poof, the graphics on level 3 get tightened up or that move gets nerfed or a whole new upgrade system is in place. I've sat down to work out loops for combat. I've agonized trying to figure out WHY ON EARTH I have to quit the game several times before it finally quits. I've got my game stuck in an infinitely-looping reward-screen hell of exponentially-increasing gold rewards, as though defeating the first enemy converted the world into a Midas Universe where all turns to gold.

As for my actual working-on-game, I've reduced it to a bit of a spare-time routine, adding small bits here and there when whimsy takes me, sometimes sitting down for a couple hours straight to work on something I'm highly geared to. I'll admit some motivation troubles, and it's a little discouraging to see what I actually have versus what I imagined: where I had cool ideas of a fancy ascii/ansi-based RPG adventure, I instead have a dippy little game with no color with simple gameplay that outputs in a terminal.

But, so far, I think I'm coming to terms with that. My idea didn't have much behind it: some math, outputting some text, and some loops, and everything after that's been expansions to the small target I set myself. Of course it'd turn out simple in practice. And, in fairness, I started from knowing very little and I don't think anybody ever gets the first project looking like their masterpiece. So, I have my pile of functions and loops and plus-and-minuses and if it doesn't end up as a good game, it at least stays as a good learning experience. I wouldn't frame it and put it on my wall or anything, but I feel okay about what I've pulled off. Maybe hang it on the fridge. Fridge seems like the best spot for it.

I feel that thought is worth exploring deeper. Some of you, you might be like how I am, you're looking at what you've actually created and feel "meh" about it. That's okay. It's just like anything else. Making games is almost a meta-skill, something that takes so many other skills, and yet is also a skill all on its own. I'll risk guessing that most of us don't have much if any experience in it. Be unskilled. Make it messy. Celebrate what you HAVE made and what you HAVE gained from making it, not all the things that you haven't. It can be frustrating to have a vision and not see it come to life, but don't let it hurt you, let it drive you.

After all, there's always the sequel. Right?

Submitted(+2)

What a good post! I feel you so hard on that "what i wanted vs what im getting" experience. At first it was exciting just to see a sprite move, but at this point I'm cringing at my animation skills and berating myself for not reading up more on coding beforehand. Plenty of "Why wont this work? Why wont this work?....Why is this suddenly working?!?"

But in the end it'll be worth it.

Submitted(+2)

YES "why won't this work" is basically my chant

Submitted(+1)

Pretty nice post! To be honest ,I think a bunhc of us set our expectations a bit too high and didn't knew how much work this was, myself included. But I don't regret joining at all. Even though I have learned just a bit about code, it has been a really good experience so far, and I want to keep going with it.

I haven't encountered many problems since I've been mostly doing assets, even though I hould code first, but to be honest I just can't stop with them. But even on that department I think I've made progress, so overall I'm happy with how things are now.

We have still a week left so let's make the most out of it!

Submitted(+2)

I definitely had higher hopes for myself going in, but I was also ready to accept that it was too much. After taking a little break for about a day I feel like I've caught my second wind. No matter how this ends I learned a lot and it was fun!

(+1)

whoo let me echo everybody here and say yep, the assets I'm producing aren't as nice as I imagined in my head. Plus I had to scrap a couple of things because too complicated/will take too much time to do. I do desperately want to finish my game within the timeline, but man, so many things to do x__x

but yes! I've learnt so much already. joining this group has def motivated me to stop being so lazy and just get started.

HostSubmitted(+2)

this is a really fantastic post!! and honestly i'll admit looking thru the Giant Ass Spreadsheet of everyone's goals they wereall pretty high :3c and that's ok!! the thing about dev that's Fun and terrible is that it's very hard to scope especially something you've never worked with before. a code you predict might take two weeks can take an evening and contrarily a code you thought would be an hour might take a month to perfect. it's a frustratingly organic process! but when stuff does work--it's extremely rewarding. code is very logical--while programs can have bugs, it takes a lot of time, practice, and reading to understand and get the hang of "code logic" and it kind of feels like learning /how/ to think? it comes with practice and the best way to get better is thru guided and personal practice like making games!

our prediction with this game jam was that you probably wouldn't finish your game. it might take you a few more months to finish. you might even scrap it and make an entirely different game. but we really wanted to jammers get their hands dirty and trudge through some stuff enough to see what can be really frustrating and what is actually very satisfying about dev! the hump you described--excitement, then frustration, that's perfectly normal! finished games really come out of just showing up every day. you might be terribly short of your goals but by the end you'll have two weeks' worth of experience, some community with other people, hopefully working prototype!! who knows what you'll have showing up every day for three months :3c !!

anyway thank you for posting your thoughts!! it's been really awesome seeing everyone's progress + support it's so exciting aaa ;;;; even if you're sick af of your own stuff you guys are making really incredible things!

Submitted(+1)

I think I'm doing okay, I did my best to keep my game manageable and I've finished almost all of the writing/coding (enough for a small, finished game, anyway). Most of my code is a bunch of pretty simple variables strung into a bunch of if/else statements and a bunch of talking. The trickier stuff that I couldn't figure out, I just cut. I think it's important to know when to cut out stuff that's just not working, especially for beginners. Now, I just have to finish all the art assets, all of which I've planned out. I still hope I hope I can finish on time, but if I can't, I've still made a lot of progress on this, I learned a lot, and I'll be glad to show off what I have \o/

Submitted(+2)

I've done alright so far, I think. I knew roughly what I could get done and I happened to have a lot of free time for the first week of this thing so I pretty much went all out. I'm a programmer by trade, but I really only started looking into games heavily this summer. This will be the first game I've actually finished and I'm fairly pleased with it. I'm a C# kind of guy, but I've learned a lot about LOVE2D and lua and I plan on digging further into it once this is over (especially shaders and physics. I can wrap my head around physics, but as far as I'm concerned shaders are straight up magic). Really grateful for this event as a solid deadline forces me to actually get things done. Looking forward to doing this again if it ends up happening again.

Submitted(+1)

In all honesty, I'm surprised I managed to get as far as I have, even though compared to some that's not very much. The main town is finished and the interior of two homes, but most of the events - the meat of the game - have yet to be scripted, although I already know what many of them are going to be. I've also got maybe 1/3 of the sprites and faces I need finished, but compared to the tiling and events that's a drop in the bucket.

However, it's given me what I really wanted and that's first-hand experience at getting something done in VX Ace. It's certainly similar to the older versions of RPG Maker but does plenty of things differently. I haven't found a way to invert tiles (cobble around grass instead of vice versa), for instance, and events are tracked by location rather than as a whole.

Jam HostSubmitted(+2)

as i said in the chat, great post!! i'm very happy to hear that although some feel lukewarm about their game at best, they're proud for having come away with new skills and a new understanding of how game development works! and really, once you do it the first time, each subsequent time will get easier and easier. it won't ever be easy, but it does get easier. like any skill, game development takes time and practice— but the important thing is to keep trying, even if your attempts aren't as great as you want them to be. those are just as important as the successes— maybe even more so.

the solidarity between jammers is part of what makes jams so fun. meeting people who are interested in doing the same thing, and seeing everyone's progress— i think it makes trying gamedev for the first time a lot more enjoyable and a lot less intimidating. as for myself, i've met some awesome people and i've had so much fun seeing people's progress!

i'm going to save the main bulk of my thoughts for the post-jam wrap up, so that's all for now. good work guys!! :3c

Submitted(+1)

Left a summarised version in my game thread, but the past few days were pretty dismal as I'm struggling to come up with more stuff for my technical side. Looking at references didn't help and I'm trying not to do pixel per pixel referencing if possible (that or finding the reference I want that is creative commons isn't possible).

Caught a second wind just probably yesterday when I started the mini-challenges with my members (Basically, I threw them a challenge of getting xxx feature done in half a day, even if its the bare bones of it, then probably explained how it should be done, while they gave me a priority list of art assets to be done the same way as well). Was amazed at the improvement they have gotten upon starting this jam, which sorta spurred me on as well.

Been checking up on some jammers' threads and their work is simply...well it certainly helped in giving me the push I needed :).

Submitted(+1)

i just want to finish my game lol

probably im going to have to release it with unpolished art cause.. well my art just generally is too ambitious and time consuming lol

Submitted(+1)

this is a good post idea :3c

i feel like ive been thwarted a bit by pre-existing plans/my work schedule/some general mental illness fugue i've been pushing thru, but i'm working on being content with what i have done. that said! it's so cool to start to see things come together - i set baby goals for myself because i knew what my limits were, and i think i'm still on track to meet them, and the main thing is i got to get a feel for an adventure engine, even if its not the one i want to use for my non-jam game i think.

anyway now i'm back and ready to throw myself in hard for the next five - six? days!

Submitted(+2)

I got confused today and thought the jam ended tomorrow,,,,, But actually it's just my college classes are starting,

I've run into problems and was starting getting kinda discouraged when I was struggling with being able to walk up a slope when everyone else seemed to be so much further ahead of me.... But I was able to take some steps back and regroup and now I feel a little better again. I didn't set my goals too high (just the title screen, tutorial room, and a music loop) but just because I'm not shooting as high as some other people doesn't make me terrible. I've learned more in a week about game design, coding, and composition than I've learned in like a month and that's something to be proud of.

I am so thankful to how positive and supportive this little community has been, and I don't think I would have been able to get this far with my game if not for this jam and how uplifting everyone has been. So yeah. Thanks. <3

Submitted(+2)

I've really enjoyed the community aspect of the game jam a lot! It's great to have people to encourage you along the way, and even if there aren't any real consequences to not finishing, knowing you've committed to something is a real motivator.

I've actually been feeling happier and more creative working on this game then I have in a long time, so I'm really grateful for that.

To be honest, we haven't really made that much progress on our game. I work full time and I'm a pretty low-energy person so it's been hard to find the time/motivation to work very much, although I feel good about the fact that I've been working at least some every day. This week I'm gonna try some new tricks to get myself to be more productive. Tomorrow in planning on going to a coffee shop after work and getting some work done there, where there are fewer distractions than at home. We'll see how that goes.

I'm also gonna try really hard to stop getting distracted by messing around with Internet stuff and really get into the substance of the game so we'll have something worth playing by the end of the week

Submitted(+2)

I...I'm gonna break the mold here a bit. I got WAY father than i thought I would on this game.

Granted it's a bite sized twine game, but it's in a place were I could theoretically post it now, and that is so much more than I thought I'd be able to do. I really thought I'd get to the 'meat and potatoes' part of writing and just...loose all motivation and give up. But I got lucky and was able to do the bulk of the writing at work, which it turn out is a REALLY good place for me to write.

I still have all my art assets to do, but I'm not as worried about them. I know I can get the roughs done by friday, and the completed gifs I'm not going to beat myself up over, the game grew larger than I wanted. I need way more than my originaly planned 20 gifs. But I still feel that I'm in a good spot for my own (slightly revised) goals.

All in all, I'm super glad I'm jumped into this jam on an impulse. The community aspect of it is a huge reason why I didn't loose motivation and kept poking away at twine code and sad monster dialogue. You guys are all fantastic <3