Game jams are a frequent sight in the indie game development scene. To those who are unfamiliar, A “Game Jam” is a term used to refer to meetups where game developers of all fields (game designers, programmers, audio designers, artists, etc) get together and create a game for a pre-determined amount of time, in one whole day, or in a weekend.
Here in the Philippines, game jams are quite rare. I always get a little envious every time other places hold their own game jams as I’ve never been to one. For the longest time, I’ve wondered what Game Jams are like and if ever I would get to take part in one.
Well, I won’t be wondering any longer as this January 28, IGDA Manila, in partnership with UP-ITTC will be holding the Manila Game Jam!
The Manila Game Jam is a game making event in tandem with the Global Game Jam, an event where numerous sites around the world simultaneously make games in a huge game-making exercise!
So if you are a game developer or even an aspiring one, and you are free this January, then I advise you to check out the Manila Game Jam. Check out their website for more details!
And yes, I will be taking part in the event! Feel free to holler at me. ;D
I decided to take a short break from all the game making and created a poster/logo for TiT.
The artwork came from a sketch I drew while I was bored. It actually turned out great so I had it inked and voila! Although there are no Rose thorns and leaves on the game, I decided to leave it there since it looks nice. Hey, not everything on a box-art ends up in the final game, right?
This is the comment that I got the most after I have released the latest demo of Trapped in Time. Playtesters expressed that they enjoyed the game and its new features but there wasn’t enough to keep them from playing even longer. Now this is a problem.
One suggestion was to have more enemy variety. This has been my to-do list for quite awhile now but I really didn’t think too much about it. Now, I know better. I need to come up with enemies that would give players more challenge. In line with this, I am also thinking of putting a boss character to spice things up.
Another one is to think up of more mechanics. Sure jumping around and shooting stuff is fun, but some felt that more could be done.
I’ve taken everyone’s comments and will make sure to consider it while working on the next build. Rest assured that I will make the game even more fun.
If you have any more comments suggestions, feel free to leave them in the comments section below.
As promised, here’s the latest build of Trapped in Time.
A lot has been added and is almost finished. If you have time, kindly download the game, test it out, and leave a comment below if you have any comments or suggestions. Download links can be seen at the end of this post.
Freeze Ray – Freezes enemies. Once frozen you can smash them to kill them instantly.
Arc Lightning Gun – Lightning jumps randomly from enemy to enemy damaging them
Familiars – Kinda like mini helpers that shoot enemies that are near
A power-up that could slow or reverse the movement of the clock
HUD is now on the screen displaying number of bullets as well as health
I may not have been posting much here in my devlog but rest assured that things are still going forward in the development of Trapped in Time. I’ve added cool new additions like weapons and more power-ups. As well as the ability to change clock movement and such.
In the following days I shall be posting new videos and maybe a demo for you guys to try out.
I am also thinking of redesigning the site so expect that as well.
A few days ago, I’ve posted this question on the TigForums:
I’ve done some coding already making programs and games but I still want to learn more, and at a much faster pace.
So which can make me learn faster? Should I go down and dirty and manually code a game from the ground up? I figured that this will make me learn the concepts of game making and programming up close and personal. However, I think that by doing this, too much time will be wasted worrying on how to code a particular problem. Not to mention doing countless of trial and errors just to make the concept execute right (But then again, I kinda like the challenge of being able to solve the problem).
Or should I make use of a game making program and see how it does the coding, how it executes the concepts? I figured that by doing so, I can be able to see how the said program applies its collision system or how it simulates physics. I bet that this would save me a lot of time but at the expense of learning less.
After awhile, people started posting their answers. Here are some that were really helpful:
Learning faster is a tough one. Depending on your capability, the harder you go the faster you’ll learn. So dropping yourself right into making your own engine and learning all the maths and system design and software engineering on the fly will possibly be the fastest. Unfortunately that’s too much for most people and to ease yourself into it you can use game making software to get the principles down or go with some scripting solution and a game engine (e.g. torque) or work directly with a game engine (e.g. unity), or code on top of a lower level framework/engine (e.g. sdl, ogre etc).
My advice would be to work on a series of very short, non-commercial projects. Each should be a playable game, but completed as quickly as is practical. Put in as many hours as you can. If, after a particular project, you feel like the technology you’re using is holding you back then switch to something a bit more powerful for the next one.
This will work much better than jumping in at the deep and and then becoming stuck and disillusioned.