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senhyo's devlog

A topic by breaktillbroken created Jun 27, 2021 Views: 144 Replies: 2
Viewing posts 1 to 2
(2 edits) (+1)

Day 2 (I didn't really log day 1)

This is the first game jam I've ever joined, so I'm pretty excited! I'm making a bitsy (even though I haven't really touched on it much)

On the first day, I tried to familiarize myself with the program, and I think I've got it (somewhat)

I already have a script written for the game, but I'm kind of worried about actually using it.. (It's actually kind of a vent, so it's a bit heavy) I'm going to put content warnings, of course. Still wondering if it's an okay idea.

Apart from that problem, I'm wondering about good room design. As in, how should I make it make an exit in a room more obvious to players?

That's all my problems for now, I'll try to update soon.

Day 3

I made some progress on the rooms. I completed 2 so far. Looking up ways to make the rooms more clean. I'm running out of colour combinations for the rooms, haha... All in all, not a bad day.

Day 6 (didn't log much for previous days)

I cleaned up the script, so now it's shorter and more easy to read. I made some more progress on the rooms.. I think I might be able to get it done by this weekend. 

Host(+1)

if you're ever worried about a jam idea you can run it past a co-host. generally though as long as a game handles heavy topics sensitively and is properly warned (nsfw, violence, heavy themes etc) you should be ok! also, there's a number of ways to make good maps--depends on if you're making a 2D or 3D game i suppose but you can always look up level or map design tips or tutorials. i'd say if it's 2D it might be a good idea to have an exit "make sense"--ie a location that's central or where the rest of the room is logically progressing toward (a hallway, for example). there's ways to lead a player's eye to locations using design principles. i'm excited to see how you'll solve it!

Alright, thank you very much!