Here's some insight into the game I'm developing, Crypt Shuffle. You are a wizard exploring a crypt full of dangerous undead creatures. The crypt consists of tile-based, procedurally generated rooms. You fight in turn-based combat. Dying resets the game. I decided that I'd like to capture "classic" mechanics and a low-fi look but modernize things with an isometric 3D perspective. I hope it fits the theme of the challenge - I'll work on it regardless. This is what it looked like last night:
This is my first game jam. While I have professional experience as a developer, I haven't done any recent hands-on programming outside of hobby projects. Naturally, I decided to learn Unreal Engine while working on my game.
So, I installed and set up UE on Friday after work. I bought some 3D assets that looked interesting because I never did any 3D modelling beyond placing cubes in Blender. I worked out some basics with tutorials in a test project. Despite knowing C++, I decided to use Blueprints for understanding how things are done in the Unreal way. I felt mildly confused but confident and ready to tackle my first 7DRL.
On Saturday, I started with what I felt would be the biggest challenge: Procedurally generating a tile-based level. While that turned out fairly straightforward, I took me the better part of the day to set up some kind of user interface with it and pawns that are able to move from tile to tile. I don't think I've ever had this many Youtube tutorial tabs open in one browser session. Most of the time I spent on problems of the "there must be a good way to achieve this in UE" variety. But whenever I doubted my decision to use UE for the game, it delighted me with a great way to solve my problem. I finished the day with a rudimentary turn-based combat system.
When I got up on Sunday and switched on my computer, I proclaimed loudly: "Today is the day of animation". In my crudely sketched project plan, this was supposed to take the morning until lunch. Boy, was I in for a ride. I had never done any 3D animation before. It literally took me several hours before finding out about Mixamo. Another couple of hours to understand rigging, the retargetting system in UE and how to use animation blueprints. I shouted many an expletive at my screen but ultimately, I succeeded - and it felt like a true achievement. Late at night, I did some minor enhancements like adding potions found in loot chests and called it a day.
Given I'm working my day job throughout the week, I probably won't be making a lot more progress but hoping to do some more polishing especially around movement, visuals/lighting and gameplay variety.
Will it be what I had in mind? Absolutely not. I already took out about 80% of my planned features.
Will this be a playable game by the end of the week? It kind of is already. I'm certain that I'll be able to finish "something".
Appreciate any (constructive) feedback and questions.