One thing that helped us was breaking the process down into 3 phases.
Phase One: Research
During this phase we planned out our concept, player journey, vision of the game and responsibilities (We had a team).
From there we mapped out what art assets needed to be created, what type of music we wanted to make, and for the coding team, what mechanics/scripts would need to be figured out for our vision to come to fruition.
We had this as a 3 day sprint and everything was done before we moved onto the next phase.
Phase Two: Protoype
During this phase, the goal was to have a functional prototype. This took the longest but we created the map, player controller and built the mechanics scripts. This is the phase where also started to see the game come to life and made adjustments based on that.
Phase Three: Implementation.
During this phase, we had a prototype that was functional but now it was time to add in the missing pieces. We brought some life to the game by adding NPC's and cutscenes, finalized and implemented the music, and most importantly, tested to make sure it was functional.
To preface all of this, we are not experienced at all, we are all STILL doing the Unity Courses but we found that structuring our project in this way made it easy to delegate tasks and assign due dates that can come together. Different strategies work for different people/teams but doing it in a way where you have a gameplan makes it easier to execute.
ItzJSasa
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There's a lot that I think we could've improved on. This being our first experience and only in our 2nd month of learning how to code , our main priority was just making sure it was functional, smooth, and visually appealing. But the thing I think personally could've been improved, was the structure of everything in the editor.
I put way to much time in the span of the jam, maybe close to 60-70 hours and maybe half of that was debugging and fixing things. Everytime we would want to implement something, 4-5 other things would break from the UI display, functionality of one mechanic to even crashing.
Since the Jam I've been learning about the importance of modularity, and scalability. If we had to rebuild the game, the backend would look and operate COMPLETELY different. But such is life lol The regrets we have build the person we decide to be in the future. Live and learn!
Thank you so much! Your reaction was so geniune and honest and was a pleasure to watch :) It was nerve racking to watch and was entertaining from start to finish. We definitely took notes on your suggestions on the movement and will refine it more moving forward!
Thank you again for taking the time to play our game and really showcasing the submissions in general. Really wholesome!