Last weekend, I took part in the Global Game Jam, like I did last year and let me say it was just as fun, if not MORE fun this year than last. Our game, Quest for Stick, was really, really awesome this year, and you can learn more about it from the GGJ page and from our Twitter account. We even have a video of a complete play through of the game. The game is super pretty, only a little bit buggy, and generally I think accomplished everything we wanted.
But this year I went in knowing what to expect. How'd I do this year? What did I learn?
What Went Right
- The Team. Last year, I said one of the things that went right was having a team. This year, that was even more so. We had a total of 7 people working full time on the game, which, initially, I thought was way too many. So much so that I actually asked people to leave the team and considered leaving the team myself to reduce the number of people. But, when it came down to it, I decided I wanted to work on the game idea and went with the other 6 people to create the game. Honestly, 7 people may still have been too many, as communication and tasking did get hard near the end of the project, but there's no way the game would have been anything near what it was if we didn't have at least that many people. Everyone was basically tasked the whole time, and the game came out great because of it.
- Getting Down To Business: We spent very little time talking design this time, which worked out to our advantage. Although we spent a lot of time later arguing about how exactly the game was going to play, it didn't take away from everyone working, which was good. We got down to making something playable quickly, and didn't try to design too much stuff up front.
- Tools choice: Last year, I was super happy with XNA. This year, the team used AngelXNA, even though I was the only one familiar at all with it, and I was the really the only one well versed in XNA. Even though I spent a lot of time helping people understand Angel / XNA, it was still, by far, better than attempting to use only XNA. It performed a lot of the heavy lifting for us in terms of doing animations, placing and managing actors, and, surprisingly, editing levels, though this is its own bullet point.
What Went Wrong
- Unclear tasking: Occasionally, we got duplicated work or weird moments of down time because, like most game jams, people just shouted out things they needed. Kate was really the only person keeping track of most of these tasks, and really only for herself. For the artists, no one was really in charge of knowing what art was still needed and who was doing what. For a team this large, what we needed to create and consult a list on a whiteboard or cork board that had any asset requests, who was potentially doing them, what was in progress and what was up for grabs. This would have avoided duplicated work and would have given us an idea of how much work was left.
- Late Playable: Despite my work to prevent this (more on this later), we still didn't end up with an actual playable game until mid day on the last day. Just having *SOMETHING* sometime on Saturday to hand to the artists and designers to make levels on would have helped. We did have lots of pieces that worked, essentially, but didn't get them integrated together fast enough.
- Encapsulation problems: We had three programmers working together on individual parts of the game, which helped not only keep them tasked without stomping on each other, but made it so people were in charge of very small systems. However, some of the systems were weirdly encapsulated, and required copying and pasting over when we actually got to the point of integrating. Though this actually ended up *helping* at the very end, I would have liked fewer instances where I had to copy and paste the code from one class to another in order to integrate a new system into the main game.
What Didn't Work
So, these things really didn't go wrong, but they were things I was hoping would help us during the jam, but didn't.
- The Simple CI: Before the Jam, I wrote a simple python script that would query a mercurial repository, pull down new code, build it, copy it up to a network location, then message everyone over gchat. This was awesome in theory, but not so much in practice for a few reasons. First, it didn't work so well. If anyone was signed out of gchat when it went to message them, the CI would get stuck in an endless loop. Second, the network drive would occasionally flake out and not be able to take the new build. Third, we didn't have anything the team could play until Sunday, so the CI ended up being useless until then.
- The Angel Editor: The editor in Angel was an awesome idea, but when we got to the Jam, it was buggy and untested. It didn't save out things correctly, crashed, spawned items in weird places, and didn't work at all with our custom actors. In addition, the editor saved all levels out to the build directory, which was great for everyone but the people who were using it. Besides fixing the other editor bugs, in the future, the editor will probably need to detect whether a debugger is attached, and figure out where to put the levels from there, or create a custom levels folder that can be easily moved back and forth and through to an integratable build.
All and all, an awesome Jam. Please play Quest for Stick, and let me know what you think. I'm super proud of it.
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