Out of the 6 developers that had show interest in participating to the game jam, we were only 3 to actually be there Sunday morning. We had wanted to keep the event small by limiting it to the people we know on Twitter and in a way that wasn't such a good idea. Why the place that was made available to us (courtesy of SalesForce.com) had limited seating, we could have easily fit 10 persons. The more, the merrier right? In any case I think all 3 of us (@Nachoman, @MindJuiceMedia and myself) plus guest @dccp had some fun with a good stimulating ambiance. Next time thought, we will make sure to find a bigger venue and announce/promote the event to a somewhat wider audience (probably via meetup.com).
The theme of the game jam "magnetic, green, abyss" was randomly picked from the various words that were proposed by us all. I think it was a good way of going about finding a theme. While the chance of picking something not workable does exist, the theme can alway be re-picked until a more satisfying combination is found.
Once I started thinking about the theme, the green and abyss combined to lead me to something to do with algae. I then explored, on paper, 3 different game concepts over the course of 30 to 40 minutes (should have timed ...) before committing to one.
The first concept was based on the idea that the player will have to control a little submarine. Diving down an abyss to collect magnetic algae using a magnet attached to the bottom of the sub. Along the way, the player will have to avoid dangers (such as agressive fishes, sinking junk ...):
The second concept was pretty much the same idea, but built around a Shoot'em Up concept, where the player will have to control a little submarine slaloming down an abyss, collecting magnetic algae (by floating above them) while avoiding collisions and other dangers:
The third and final concept revolved around the idea that the player role will be to protect a patch of algae from sinking magnetic junk using a magnet loaded paddle. By either repulsing or attracting the falling junk items, the player will be able to get ride of them by making them collide into each other. Otherwise the piece will crush the algae ... Think, under-water Missile Command with magnetic force instead of missiles.
Considering that the time was limited and that I really wanted to have something somewhat working by the end of the event, the third concept was the one I decided to go for. It was also the concept that I found the most intringuing ...
While I had spend some time the previous night creating a new project in Xcode with a basic template using my 2D engine, I was clearly un-prepared for a smooth start. Since I had not touched my engine nor my game prototype for a while, I wasn't as confortable as I should have been with the engine. This caused be to waste a couple of hours hacking away on the required boilerplate code and pulling my hear out trying to figure out why I wasn't seeing anything on screen (it was for a stupid reason). Had I been better prepared I think I could have accomplished a bit more than I ended-up doing.
To speed things out a little, I tried to re-use as much as possible code from my Lander prototype. Leaving the development of more exciting graphics (e.g glowing algae) for a later time.
Here's a screenshot of the "game" at the end of the jam (I'll post a video in a later post):
Due to the lack of time, I had to spoof the magnetism, using simple forces application to the center of gravity of the falling (red) balls. While collision between a ball (junk) and one of the green rectangle (algae) will result into both object disappearing, collision between balls is utterly impossible at this point.
Overall, I was surprised of what I accomplished during that period of time, since it usually takes ages for me to get going at this sort of things. I haven't decided yet if I'll continue the game and try to release it onto the store. At least, I'll try to complete what I started at the game jam over the next couple of weeks, and see from there if the concept lives-up to my expectation of fun ...
So, the take away points from this game jam post-mortem are:
- have a clear idea of your goal for the jam (e.g try out a new engine, test some special game play ...) committing committing
- be prepared to hit the ground running once the theme is announced
- reuse as much asset as possible from your existing project(s)
- go for your easier to implement idea
- have a step-by-step development plan before you start coding away
- be ready for interruptions/distractions during the event