This was an interesting jam, we were down our usual designer so the hat ended up with me. We've made it a point since LD38 to spend extra time in pre-production, getting everyone on the same page, and establishing a set of guidelines for us all to use, and I'm not sure we would have finished with the workload we had if we hadn't done so. I wanted to write this post to give folks some helpful advice as they look to the future, and hopefully someone will find it useful and avoid our mistakes!
What We Did Right:
Here's all of the stuff I think we did well! There's stuff to improve on after every jam, but we've managed to get a lot of stuff here down as a team.
Establish Common Metrics!
The very first thing I defined was our Unit Sizes, in Pixels. This was rigidly enforced from the very beginning. It meant the artist didn't need to go back and resize things after the fact, once an Asset was done, I as the person in charge of integration (More on this later) could rest assured that it was correct, process it for Unity, and start using it.
Solidify Our Vision
We spent extra time Friday night getting everyone on the same page about what exactly we were making. I laid out the mood, what kind of mechanics I was looking at implementing, and what I was hoping for. We went as far as doing some light worldbuilding to make sure everyone was completely on-board with the project.
Warm Up Week
I spent the week before the jam doing warm ups, researching, getting re-familiarized with the API, and reading... so much reading. I felt very on the ball this jam, which was a good feeling I don't normally have.
Building Around our Strengths and not wasting Bandwidth. Good Producer Work
When figuring out the game, we took time to figure out what the strengths of everyone on the team was, what people were comfortable doing, and what our tools and engine were best suited for. Everyone was busy 100% of the time, nobody finished early or late. Everyone had a list of things to do from start to finish. Our communication was much better as a team.
What we Did Wrong:
And the stuff we did wrong... Some of it is just endemic to it being a jam. Kludge and rush jobs happen, it's the nature of the beast, but there's a lot we could have done better.
Pipeline Issues!
We had our Artist install Unity ahead of time, and used Unity Collaborate to make things easier, but her lack of familiarity meant we had to have someone hand-integrate every asset for her. This is one of those things we'll need to fix by sitting down between jams, and doing some light training.
Building too Late
I broke my own rule here and waited to do a build until the last second. The first build is always the roughest, and if I'd been doing it nightly like I usually do, it would have taken 5 minutes instead of 40.
Used a Beta Version Engine
All of the new goodies in Unity's 2018.3 Beta were too hard to resist, but it resulted in a highly unstable Editor, and complicated the build process.
Scope Issues
We are so used to working as a team of four that when one of us can't make it, it throws off our groove. I scoped as though I still had our Designer, but he couldn't make it this time.
Spent too long on Nitpicky Things
I spent way too long on the character controller, sorting out physics quirks, that the animations and gameplay (And AI) suffered due to neglect. I need to better budget my time and not get bogged down in that.
I Suck at AI
I'm just not very good at it. I can make either totally braindead and uninteresting enemies, or I can make superhuman terminators. I can't seem to find the sweet spot...
What's Next
I'm gonna do a Design Post-Mortem because I want to talk about some of the decisions that went into the gameplay, even if we didn't quite reach our full desired gameplay loop. I think folks will find it interesting.