I've been following Octo Jam since 2017 and participating as best I can for the past few years. Thanks for all of your hard work, dedication, and quality software! Take care and good luck in all of your future projects! I'll be on the lookout for any future Octo Jam revival, a Decker jam (woah, I totally missed Decktember last year :-( ), or any other CHIP8 jams.
tarsi
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Hi, I'm really excited about this jam, but I was also thinking about submitting to more than one jam. Would it violate the spirit of this competition or disqualify my entry ("Stretch Goal: Limited Edition multi-carts for all meritorious entries (at judges discretion)") if I submit to one or two jams after the NESDev Compo deadline? Specifically, I'm thinking about https://itch.io/jam/inspired-by (ending Nov 25th) and https://itch.io/jam/one-game-a-month-29 (ending Nov 29th). I'm less interested in competing for prizes than simply participating and having other folks try my game. Thanks!
Worked on it more last night and I'm trying to settle on an MVP that is polished enough for people to play. Unfortunately, I think you only get one real shot at it because people won't go back to play updated versions after the jam is finished. Ideally, I will try to upload something playable tonight and continue to work on it until the showcase. Do you know when the showcase is being recorded?
Decided one hour before the end of the jam to submit what I have just to participate. I'm not competing, just trying to stay motivated as I continue to work on my project.
My "game" is written in Javascript using Three.js as I learn about web-based graphics applications. The 3D assets are from Synty and are intended to be placeholders for more PS1-reminiscent models I will create in Blender. The game itself is intended to be an experiment in creating a third-person perspective puzzle game like Wetrix and IQ: Intelligent Qube, in which the player plants seeds, sprinkles water, grow trees, and harvests them as much as possible within the time limit of each round. The placement of seeds and water on varied and changing terrain would hopefully give rise to emergent strategy that could eventually be enough for a puzzle game loop.
In order to feel like a PS1 game, I am planning to render to reduced target resolution, use low-res textures, and low-poly models. I intend to reduce the material/lighting quality to either ambient+diffuse or just ambient lighting, and reduce some of the 3D math to low-precision fixed-point to add a bit of jankiness. Deliberate tearing/z-fighting between polygon seams and dithered colors would also be nice if I have time.
Cool, sounds good. I'll admit I posted that before I looked at your github project to understand how these games will be incorporated together. I added some Makefiles so I could build the ROM in Linux and had to make one minor fix for an error that might be due to gbdk-2020 versions.
Nice work so far! I'm going to try hard to match your graphics and sound quality, which is new for me. I'm looking forward to trying some new tools and libraries. Here's some ideas I have so far, though I'll be happy to finish just one or two:
- "Present X slides! " where X is 5 - 25ish, and the player has to tap the "next slide" button exactly X times to deliver a PowerPoint presentation
- "Play the tune!" - the player has to press a sequence of buttons on music staff, sort of like playing songs in Ocarina of Time
- "Slay the monster!" - a simple quick-time event sequence to fight a monster/opponent inspired by Souls-like parrying, dodging, and attacking.
- "Set the time!" - an alarm clock blinking "12:00" has to be set to the same time as displayed on a cell phone, using a simple Hours/Minutes button interface
- "Complete X laps!" - a slot car simulation where you have to race around a simple track within the time limit. If the slot car is going too fast around a turn, it will fly off.
- Also considering how to put a creative spin on these generic microgames:
- generic balancing game - keep something from tipping, but since the GB does not have analog input, I want to think of how button/d-pad input can be used most effectively
- race - left foot, right foot sequence to run, or row a boat to reach a finish line. Maybe a twist would be having a three-legged race where you have to control two people at the same time, so the sequence would be Left & A, then Right & B at the same time to coordinate the running.
- shake the X, like shake all of salt out of a salt shaker
- And reuse the assets for variations, like reuse the alarm clock for a simpler "Hit snooze" game, or reuse the slot car for a reaction time game.