timwalsh

LD 41

First Jam.. I'm in! Help!?

Hey y'all, I'll be participating.

I don't have much experience so I'll probably be using unity to keep things very simple.

This is my first jam, my sum total experience was making a flappy bird-esque clone in unity to learn the tool a couple of years ago.

I've done some basic prep but would love to hear tips for making sound effects and music I've messed with boscaceoil for music a little but I'm making complete trash.

Does anyone have learning resource recommendations for me to look at for music and sound creation before the jam starts?

Tools: Pyxel Edit, boscaceo, sfxr, Unity.

I'm aiming to have something that resembles a game completely hopefully with a fun core mechanic, if I manage anything beyond that i'll be super stoked.

Wow you guys did so much in such a short time! Give me tips for next LD please!

You Guys have made some amazing stuff and still have 11 hours to go. This is my first time entering and I learned a lot, unfortunately I am definitely not going to complete.

My first LD; I am going to bow out now as I am in Australia and am at least 4-5 hours from done (at midnight), I am disappointed but as I mentioned I learned a lot. Here is some of what I learned:

  1. Prepare more, use tools you are familiar with. Practice making games of many types.
  2. Spend more time in the concept phase, I jotted down some idea's for each of the final theme's, the selected theme was make a final fantasy style RPG-Wrestling game. Which conceptually could be fun, I wanted to create a WWF style stadium to explore, and have fights trigger with drama and hilarity, I knew this was going to be difficult sol. In my rush to get into it I did not stop and map out all the pieces I would require to make it fun. As a result I stopped and restarted twice wasting much of day one. Having finally identified that I was too inexperienced to manage this task I decided to swap themes, but unfortunately I just haven't had time to get back into it today.
  3. Planning: Break your idea into smaller components, determine what I required for a playable game, then what what your stretch goals will be, this will help allocate appropriate time, speaking of time...
  4. Time: Make sure you can clear some big sections of time away from life, allocate time for programmer art at the start, identify what you need and what you can just use boxes for, also identify a deadline for when you will go back to the art.
  5. Friends: It might be better to do this in a group, especially for the concept phase, even if everyone was to work on their own game maybe you could bounce idea's of each other to refine your game.

I tried to pick up Unity with very little previous experience, in hindsight it may have been better to just do something raw in a language I am more familiar with, I am definitely going to make more games in my spare time before the next dare.

Thanks and sorry team, I'll rate as many as I can as well!