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My First Jam

A topic by Rhonan created Apr 16, 2022 Views: 946 Replies: 14
Viewing posts 1 to 15
Submitted(+2)

Never done a jam before and I have a full-time job and several kids. What are people's recommendations for success and for places to get assets to use.

Thank you to everyone how provides their input.

Submitted(+1)

Hi there, I just about managed to juggle a demanding job and family responsibilities with an hour or two each day for gamejamming (bit more on weekends). Took a day off work during the last week - wouldn't have made it otherwise.

It was my first gamejam, and I really had no clue what I was doing, but I did make a plan for MVP of features with a rough timeline (major issues with WebGL export lost me a day and a feature I really wanted to include...)

Assets: Https://freesound.org/ and https://opengameart.org/

Cheers

Submitted

Hello Rhonan!

I would say that the Unity Asset Store can provide many good and free assets, with the advantage that, by being in the Unity Asset Store, they are guaranteed to work in the Unity Engine! Offcourse, this recommendation works only for Unity :D

As for "success", I understand that succeeding in a game jam would mean to deliver a playable version of the proposed game! With that in mind, I would advise tracing a realistic plan, a simple game can be a very good game! Not too many assets, not too many mechanics, just what you know you'll be able to implement in the given time for the jam that are imperative for your idea to come to life! You can always keep developing the game afterwards! And give yourself enough time to work on the project, but don't linger too much in problems that aren't game breakers! Bugs are okay in a game jam!

Hope you enjoy the experience! I surely did last time I managed to participate!

(+1)

Last year was my first time doing a game Jam, however I wasn't working at the time, so I was bale to dedicate my fulltime behind it.  This year I've signed up but it is right before a conference I need to attend so this is going to be a hit and miss.

All I can say is Keep It Simple S*****.  May not win the jam but it'll give you something to launch from latter or at least give you something to add to your portfolio

Submitted

this is my first game jam to

(+1)

I'm new too - worried that I'll start on something and then just fail.

I'm in the same boat as you. 2 kids, a full time and part time jobs. Not sure if I will make it but I'm going to try my hardest. This will be a great challenge for me because I need to work on setting aside my perfectionism and just make something!  Good luck!!

(+2)
  1. Don't overthink it, if you do (which is highly likely) take the best core concepts of your scope and try to make a simple playable game and focus on the polish (visuals included) once the game mechanics are waxed using basic privatives (cubes, spheres etc.). Make a minimum viable product - it has to be playable. Won't help if it's super beautiful but you can't play it.
  2. Write stuff down - you can always take some more of the inspiration from your bigger scope ideas to add game feature updates in the future. 
  3. The most important thing is to enjoy the journey!
  4. Unity Asset store and the other places that the legends in the forums suggest are good. Google is your friend too. Cross-reference and check reviews.
Submitted

Hello! This will be my first game jam as well. I would keep in mind that the Jam is still almost a month away and you are allowed to work in teams; you don't have to create the whole game yourself! There seem to be a lot of people saying it is their first jam and I hear a big part about game jams is networking / connecting with other passionate people about development or gaming. Meet some people before hand and see if forming a team is possible. Worst case, schedules or time commitments don't align and you've only met cool people you may be able to collab with in the future!

GameDevTV discord has both a Game Jam channel and a Collaborate channel, both of which have people looking to build teams!

I'm excited, this will be my second game jam.  I did one in February and got hooked.  I'm not the greatest programmer so I did all the art on the previous game jam, but this time I think I'll tackle programming.

(+1)

Hi there! I am in the same boat. This will be my first jam. I just recently started to work at a new company as well (full stack web dev), but .. I think I'm good with failing. Even if I fail, at least I will learn something along the way and pick up some new ideas on my next project.

Submitted(+2)

Rather than flood everyone's inbox with a lot of replies. I want to say thank you to everyone who has given me feedback. It has meant a lot that people took the time to give examples and places to go for resources. Thank you.

Submitted (1 edit)

This is my 3rd Jam and here's the usual mistakes we all makes that can be fixed right away:

- The jam might be starting the 20th, but you're allowed to think about ideas ahead.

The most common mistake people makes is to think they must only turn their brain's ON on the "Start" day, but you can save yourself a lot of brain cells from burning up by simply thinking about core concepts as soon as now. You can scribble and take notes of ideas, including sketches. I must warn you to NOT start seriously thinking of a project until the theme is given unless your idea can be universally converted to any themes. From the Game Jam Starter Kit, we can guess that there will be not much of a restriction on the gameplay since it includes an example of multiple kinds of games (it includes a 1st person, obstacle course, Puzzle and Car Racing package) so you can think of basic ideas related to the kind of game you'll be making.

As long as you don't create the assets ahead of the starting line, you can work on the project for prep. If you want to make a racing game, you can already write down idea of tracks, traps, weapons, etc. for your project. If you're making a puzzle, you can write down the kind of puzzle you think you can make.

So a trick is to buy a cheap notebook and scribble in it right away.
All those notes and ideas you will have though about will be time saved from the limited 10 days of development and also added time from those who made the mistake of not prep like you did.

- You can practice making game concepts/systems ahead.

Another thing often missed is that people don't practice outside of a jam. Like anything, practice makes perfects, but also makes you faster and more efficient. It wouldn't be a waste to practice on what you find as your biggest time waster or weakness prior to the Jam. Obviously, you can't just use the stuff you made from practice in your submission, but if you made 1 racing game (even incomplete) prior to the Jam, making a 2nd one for the Jam will only be easier. If you already worked on how to make the proper physics and inputs-action-controls for a platform games, then you just have to redo it for the Jam. You can save an insane amount of time ahead by trying stuff out prior to the Jam instead of just cramming that "trying stuff out" during its limited time.

If you're going for a story-based game, it's a bit risky because the theme might destroy your idea of a story, but you can write a generic/base setup of a story to work with ahead of the jam.

- Think small and grow bigger.

This is a Game Dev Jam... not a race for finding a cure for cancer. You don't have to think about all the complexity of an advanced game concept. Start by thinking simple and small and grow the idea as it's building up. For example, if you're thinking of making a Tank vs Tank game, don't start thinking of making all the realistic explosion, ballistic physics and having the graphic fidelity of 3D scans. Instead, make simple tank models, build a working target-shoot system with some hit system. Make that work first and, then, depending on how much time you got left start thinking of adding details, or advanced ballistic physics or whatever. Even if your idea seems like the best of the world, you got 10 days to build it, test it (as much as possible), fix it and submitting it. It's especially important if you don't know what you're actually capable off as you will most likely try to chew more than you can bite.

- Prepare not only mentally, but in real life too.

You're a family person or you got work and don't know how to put the gears in place as to live with both without burning yourself out? Well, don't be scared to talk about it with your family and even coworkers! For your family, they might do things to lift some of the "family life" weight off your shoulder for those 10 days and, trust me, if you end up with a working game by the end you'll be one of their biggest heroes ever. For your coworker, while they might not be as understanding as your family or even interested, you might find even just 1 soul who might unknowingly share your passion or just agree to talk about it and that will release some pressure from your mind. They might even see (in their mind) or think of something you have not noticed. They might be more understanding if you come at work with a zombie face too (as long as you do your job).

It's not because you work alone (or in a team) that you must keep everything for yourself (or within that team).
With that said, don't share your situation with anyone that you know would take it badly or who clearly is not close to the subject at hand. For example, if a coworker is that guy or girl that hates video games because he/she thinks it's a waste of time and he/she prefer hitting the pubs, don't bring it up with them as that's just a waste of time. Your goal while talking about it is to release some mental pressure by "emptying your bag"... not filling it with others' negative thoughts on the subject (or other related subjects).

(+1)

I have no kids, but I do have a job. 
Honestly my general plan is to take whatever time I would have been idle, watching TV or something and dedicating it to this.  Seems like it should work pretty good and net me an hour or two per day.  

Besides, there's nothing good on TV anyway.

This will be my first jam and I'm actually going on vacation halfway through it. I was considering jamming on vacation but I think I'm just going to try submitting at the five day mark. I'm sure whatever I submit will be extremely prototype-ish but I'm hoping to submit something "worthy" of a free course that someone will find enjoyable to play. My game plan (pun intended) is to come up with a unique mechanic to the theme and do it all with cubes and capsules and then expand upon that.