Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

For me, it is don't be afraid to make messy codes (in my case is spagetthi blueprint as I'm using Unreal) as long as it works. Then polish it if you want to take this project further.

Yeah, at the start of the jam I was trying to keep everything meticulously organized, but by the end the whole thing was an illegible, disorganized mess, haha. But the people playing the game don't know that!

Oh I'm definitely on the other side here. During jams I usually throw clean code out the window in favor of speed, which I did this time too, but by the end of this jam I really regretted it. The code became super spaghetti and slowed things waaaaaay down, so much dumb debugging that could've been prevented. For me the biggest takeaway from this jam is to  assess if a refactor is worth it or not, rather than just charging forward with messy code. Not to say that allowing for some mess isn't ideal during jams, but there are a few core systems in our game that in hindsight should've been refactored right away.

(1 edit) (+1)

Agreed! Sometimes spending a little extra time writing some efficient and clean code can really help later down the line. I don’t do it for everything, but I do like to do some refactoring and cleaning up some parts even in jams. Not sure I could say the same for a 48 hour jam though lol