A game I was wishing to make, but now had a chance to
On Friday the 22nd, I wanted to start with a game that would be about the theme Exploration, for the Kenney's Jam 2023. However, after initial creation of the project and shortly checking with Kenney if Netcode was allowed, I was called from the system and had to wait until Saturday. However, that didn't work out. Saturday I had a huge migraine, likely due to the fact that I started my holiday. I made plans to make it up in the afternoon, but that became Sunday morning....late...With only 6 hours left on the clock, I still was going to try and make the deadline. In my head I had the architecture worked out the economics, so I first had to make sure I had the right assets selected and hooked up. This costed me about 1.5 hours, with added code to spawn items relative to each other. The economics where state of the art (no messaging system or GameManager even), but I managed to do finish the rudimentary game with 20 minutes left on the clock. So..lets start building. I am one who will always say for Game Jams: WEBGL. It is important that the entry to your game on such a broad audience in such a small window should be easy. Anything you have to download, is going to be more hassle than playing, so people will skip it. BUT....I hadn't converted the game build to webgl yet. So, I clicked build, selected the Windows directory to build it in...then switched platforms....Ohhhh boy....I took the better of 15 minutes to convert/compress the assets....That put me over the deadline for the Jam and I could kill myself. Though others had complained about the couple of minutes over time they wished, I know from having worked in several different companies, this is sometimes how life goes.
Overall the game took another 1.5 hours to polish up and add GameManager, some messaging and endpoint/levels. Now on to the next part: Improving movement of the character and having more interaction.
Leave a comment
Log in with itch.io to leave a comment.