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First ever game jam as a complete noob any tips?

A topic by mike2056 created 34 days ago Views: 610 Replies: 28
Viewing posts 1 to 10
Submitted(+1)

Title says it all really. I plain on going solo for this one mainly cause am extremely new to Godot and such but figured give it a try. Any tips?

Submitted

My first game jam was more than a year ago :D i would suggest making a small game but focusing on finishing it. With a menu and sound etc.

Submitted

ngl hoping I can find some free sounds and learn ui quick enough xD I seem to do better on structure and a goal so I figured a game jam would be real nice for that.

If you have some time tonight, just hop on to youtube and look for "how to create a simple UI in godot".  Watch it once to get a bit of an understanding what's happening, and then follow it step by step during the jam if you want.   As far as assets, grab the asset pack that's advertised on the main page.  It's got a lot of stuff and should take the guesswork out of all of that.  Worst case, use them while you're making the thing and then when you're done, go find some other free stuff you like the look of more.   Other than that, just break your idea up into little chunks and look up how to do each thing.  Making a player, make it move, make it bump things, make things die, etc.  Remember there's no pressure to any of this, and there's people with even less experience than you.  Enjoy yourself and have some fun with the whole thing.  Good luck :)

Submitted

thanks for your words of encouragement!

Submitted

My tip is if you want more people to play your game then get it working with webGL. Although Godot desktop builds are pretty small.

My other tip is to have fun and enjoy making a game :)

Submitted

Focus on making a complete game, even if it is simple.  You can't make a dream game in a week, but you just need to make a game. People usually vote on stuff that you won't think of, like UI, the layout of the page, or even if you can play it on itch without downloading. For my first game jam, I wasn't able to finish my game, but I posted it anyway, and it got a lot of great feedback. The things to remember are to post your game even if you aren't done,  look for the small things people vote for/against, and have fun! I hope you do well and have a great time!

Submitted(+1)

1. Focus on 1 single mechanic, whatever that may be, and then build your small game around that mechanic. Trying to add more than a couple of features can get tricky, time consuming, and cause you distraction from polishing the other important aspects of your game. So 1 mechanic. 

2. Make it for WebGL - people do not like to download and run executables on their PC's so making a PC or Mobile or VR build is going to limit your feedback to the point of almost being a wasted effort. 

3. It's always good to partner up with complementary skills if you can. I've found a couple of truly great musicians on here so if you have the opportunity, explore it.

4. Use assets if you cant produce your own efficiently and quickly. 

5. Have fun - it's not that serious. 

Submitted

Thank you all for the great tips. Guessing Godot should work for WebGl? I always could try rpg maker for it to but I rather learn Godot and not rely on a system that's 90% built

Submitted

Publishing to webGL (or mobile) is often a bit stricter than to desktop (e.g. case sensitivity on filenames and other quirks around the filesystem).

Are you coding in C# or in gdscript? Not wanting to be a downer but it seems Godot still doesn't support webGL builds in C# :/
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html

(1 edit)

Godot allows exporting for the browser as long as you're choosing in GDscript. We did this last year using the html export option. (Documentation link: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html and if you'd prefer a video we found this one to be good during the jam last year:

)

One thing I'd recommend is to instantiate any special effects, etc. in the background of a loading screen for your levels as otherwise there will be a small lag the first time the player encounters them in the game. This doesn't happen with downloadable exports, only the browser version.

Have fun! And try to plan something small and simple, get that working, and then add in any of the fancy stuff afterwards. Just focus on trying to get something that you can turn in without running out of time.

Submitted(+1)

I plain on using GDscript. I dipped my toes a little bit into it but nothing more than the extremely early steps. Hopping doing these jams well help force me to learn more.

Submitted (1 edit) (+2)

Hey! A lil advice - Do not think of this jam as lasting 10 days think its 5 and scope the game accordingly, cause you probably will need more time than you think. Also i've seen that you want free sounds so here's a couple suggestions: zapsplat for sfx and opengameart for music (you can find a lot of good assets not only music for absolutely free there)

Submitted

I'll make sure to take a look at them. Thanks!

Submitted

Such great advice. I'm treating it as a 2 days + 1 day for juice (polish). And hopefully not +1 day of fighting with Unity.

Oh yes one more tip. Backup your project regularly or use Git if you know how.

Submitted(+1)

No idea how to use git but ill make a physical copy or after like what every hour or 2 of working on it or after a major feature?

Submitted(+1)

Git's actually quite easy if you choose to use github desktop app. Here's a 3 minute video that sums it up pretty well 

Submitted (2 edits)

Oh and concerning how often to back up, honestly just when you feel like you made a bit of progress, so that if something breaks you can just reverse it without losing anything meaningful.  So no certain time just vibes based

Submitted

What resolution you think I should aim for?

Submitted (1 edit)

If you are doing pixel art then here's a great video. To sum it up the easiest way to choose a resolution is to take a base of 320x180 and scale it up as you see fit (so if you go 2x its 640x360). I would suggest going 640x360 if you are new to pixel art because doing 320x180 might overwhelm you a bit with trying to make every pixel count. If you are doing non pixel art, then probably 1280x720 is a good spot. Also you should look up pixel art rendering settings (it's pretty easy to setup in godot) or it might look blurry

Submitted

Also that chanel with the sizing video is a gold mine for pixel art. You should check it out if you are interested in this stuff!

Submitted

I'll take a look. You have been very helpful, thankyou!

Submitted

No problem! Hope you have fun in this jam!

Submitted

Hope you also have fun with the jam!

Submitted(+1)

only one tip, complete it and publish no matter what

Submitted

Hopefully I can. xD

Submitted(+1)

Same here, good luck to both of us. My plan is to design something around the things I already know and focus on feel, menu, bug fixing for the rest of the jam.

Submitted

Going in borderline blind XD The plain is hopefully this type of thinking well force me to learn.

Submitted

Hey buddy, loved your game :D  Way better than my buggy mess good job!