I think part of it is not meshing with teammates that’s been pretty consistent.
But it’s gonna be more difficult for people from outside to figure out how/why that happens.
prioritizing the critical content
How do you identify what’s the critical content?
Eg: in this one, I abandoned an almost-complete rhythm mechanic, that could have been the main gameplay loop… or just extra frills.
scope
I scoped it to “the menus + SOMETHING in game” .. because every time I released without having a menu, or options, or an end-game message, that’s been the comments.
After that, it was the “battle” screen. Which I completed a basic prototype.
After that, I made a basic overworld, and imported a character and tileset…
aaaand at that point, I ran out of time.
time management
think I’m still trying to figure this one out too.
I’m getting stuff done.
But haven’t been able to start quantifying “how much”.
And during the jam, it almost feels like trying to estimate how long something will take
- takes time away from actually doing stuff
- is never all that accurate
Do I just start doing that anyway, until I get better at figuring out how long things will actually take?
I guess that’s the only way. Because until I can benchmark it, I can’t see where the time is going :S
Maybe estimate, and record while in-jam, and then do review in post?
Thank you for the feedback by the way, it helps :)