indiegames

Mind the Trap, Tips & Tricks

How to Make a Game in One Week | Epic MegaJam Learnings


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Building a playable and presentable game in one week is no joke. In October we attended Epic Game’s biggest game jam to date, the Epic MegaJam. We would like to share our experience on how we accomplished it through scheduling, prioritizing features, coming up with the minimum viable product, and incremental playtesting. You’ll find that it applies to all forms of game development and not just to game jams. To see where it took us, here’s a gameplay trailer of our submission, Mind the Traps.

In the end you’ll find the download links for the winners of the MegaJam. I highly recommend playing their games for your learning.

Half of our team had school or a day job, so scheduling was key to get us started and to ensure we would finish the game on time. We listed out the phases of development, assigned what needs to be accomplished in each phase, and allocated the number of hours to be spent in each phase.

1. Choose an awards category (30 minutes)

Choosing an award to aim for helped create the framework for our game’s design. We wanted to make a game that we would enjoy making and potentially sell, so given our quirky personalities and love for multiplayer party games it made the most sense that we target the Addiction (most fun) award. (more…)

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Wispy Willows

Fishes, Water and Rain


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Woohoo FISHIES! And RAIN!! MOVING WATER!!

Fishies

These are kept simple because they’re so small. The models were made in Blender and have no animation. The movement is done in Unity by script using “Random.insideUnitSphere”. Each fish uses this function to swim around random points in a sphere of a pre-determined size.

I may add waggling tails at some point… You can’t have fishies without waggling tails…

Rain

This is done via a really neat tutorial that teaches you how to take advantage of 2 particle systems working together—one to create the rain itself, and one to simulate the “splashes.” I highly recommend it for a nice raining-and-splashing effect.

Water

This is actually the same gradient color shader that is used on all objects in the game scene. The only difference is that this one allows for transparency. The “waves” or “white caps” were drawn in GIMP on a png texture, which was then added to this transparent, gradient color shader.

We would love to hear your thoughts!

Here’s a bonus screenshot in case anybody wants to use it as phone wallpaper:

Don't Breathe

May Update: Game Jam!


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Hey guys, sorry for the lack of posts. We’ve been kinda busy with other things, and we’ve put Ruin on delay till about September to focus on some events we got going on now. Chris here, just wanted to mention that I’ve been working on a month long Game Jam with two of my friends, and I wanted to show off some of the mechanics I’ve made for the game. The theme of the Game Jam was “I can’t breathe,” so we’re going with a kind of reality bending, creepy, psychotic journey of a mad man through a haunted mansion. The basic mechanic is weird stuff happens, and you “hold your breath” to make it all go normal, and you essentially use the world swapping mechanic to solve puzzles in this odd mansion. Lemme know what you guys think of the two gifs attached!

Edit: okay… I’m still new to blogging, and the gifs don’t seem to be working. Here’s an imugr link instead.  http://imgur.com/a/NTdQI