incoming

i haven't been able to finish a game jam in over a year now. so let's make the game

  • [aseprite] -- yeah
  • [sunvox] -- easily the best non-DAW music production tool out there.
  • [unity] probably but honestly i hate unity. so maybe something homegrown with [love], [moonscript] and [tiled]
  • provided unity is used, [cinemachine] has a fairly cool camera system that can make impressive results even in 2d
  • i've been exploring some [rust] gamedev stuff, but i think the iteration cycle is still a bit unwieldy for something like a jam. not anywhere near as bad as C++, but still an issue. libraries include [ggez], [gfx], [cpal], [amethyst] and [specs]

some arbitrary thoughts

it's custom to announce yourself as being "in" and say all the tools you want to use, but i worry of the expectations it may impose on a new participant. so, here's imo better idea: here are my goals for this jam

  • scope correctly and finish the game -- this is a given, but it's one of the hardest things to accomplish and one of the major reasons why game jams are a good exercise.
  • avoid bikeshedding and overfocus on technology -- i have made a habit of spending weeks in technical preparation for a jam only to worry about technical minutiae to the point of forgetting to do any game design. the effect of this is reproducing tropey designs that are neither interesting nor fun explorations of the theme or in game design at all, but the game itself is technically interesting given the time constraints. it's easier to fall into this trap if you're a programmer by trade, i think.
  • stretch often -- i don't need another shoulder injury just because i wanted to make a video game