Hey Amelia! Long time! I've got a students that's a pretty decent digital artist wanting to make a Visual Novel and was hoping I could connect them to you? Maybe even get you to come in and have them pick your brain? Or connect via Discord video chat?
Recent community posts
Bro! This is phenomenal! I'll be using this with my 200+ game design students this year! Any way you might add a walking animation to the dog? And I'm also hoping you'll make other such GODOT toolkits too <3<3<3 i.e. Zelda-like, etc.
The People's Choice rankings are available now! CONGRATULATIONS to everyone who participated! Every game had something of value to offer and your efforts were very evident and much appreciated!
Still waiting to hear back from all our judges. Will post their results later tonight or tomorrow morning.
We've had 4 EARLY submission and I had to remove 3. 2 were card games and one was a game finished way before this jam ever started (and was not one button). So, had to add this:
I didn't think this needed to be stated but after having to remove 3 EARLY entries that were made and finished long before this jam ever started, as well as entered in other jams, let's not violate the spirit of "the jam"
62 joined so far!!! That is absolutely fantastic! Hoping to recruit members of the Playability Initiative group as judges :)
And here is the latest from our man, Jack : https://playabilityinitiative.com/jacks-gaming-column-why-i-hate-time-limits-in-...
I'm guessing that the Playability Initiative would say any button on a keyboard but might be concerned that a mouse button might also imply use of the mouse to control a cursor. Other conversations I've had seemed that anything goes until the game actually starts and then it is limited to one button/key
I would also think that even if there were minor deviations from the spirit intended, that there would still be many in the disability community that could play your game just fine. For many the press-hold, release timing, etc mechanics will work just fine for them.
From NUMINOUS HQ:
"1. IMO it depends. sometimes you want an action to only happen when the user releases a button, and that makes sense from a UX perspective, however it can tend towards the player needing to hold it down and release at the right time. The spirit behind the requirement is not depending on the ability to hold down a button. So relying on both onkeydown AND onkeyup defeats the purpose. remember these are just arbitrary guidelines in an attempt to design for the most situations possible"
"2. yes. there are different ways to approach this, cycling options is just one, giving more margin of error, allowing for undo if they choose the wrong one accessible options to control speed, or pausing the player at decision points. we're still experimenting with this and don't have a universal solution yet. each solution is likely context sensitive. an ideal solution would allow the user to scale time down to zero to wait for their input. but that might not always be feasible"
Passed along and well received! Michael, you should really consider starting a class/club on Outschool! You have a lot to offer. And Duncan, take Michael's advice and keep going full steam in your game dev! Dream Delivery franchise on the horizon!!!