The Big 10. ~10 hours to go!
Ohhh. I am so damn ready. I've just had a good word with my uncle (who I am staying with on Holiday) and he is totally on board with this whacky game dev stuff so I get the whole weekend to myself. I already have a gameplan for how I am going to break the bottom 90% barrier and come out at --- hopefully not < 500th.
1. NO CONTENT DEPENDANT GAMES: THIS, is a huge one for me. Everytime I come up with an idea for a game it always ends up relying on heavy content (large variety of: enemies, weapons, attacks etc) this means that I waste valuable time adding as much content into the game as possible to keep it interesting. It's almost like a drug. Well, no more. I've set a hard rule that my game MUST be fun due to an interesting MECHANIC. This means that I can spend the first day on the mechanic and the second on, polish, Polish, POLISH.
2. SCOPE DOWN!, SCOPE down!, scope down!, scope down: Once I come up with my concept I'm going to completely write out ALL of the major - 'things' - so I can evaluate how much time I can spend on each part. If theres too much, I write it down on another list and scratch it on the current one. This should mean by concept that by the end my initial idea would've been scoped down to the minimum and as long as feature creep doesn't bite me in the ass later, I SHOULD be fine. Keeping the 1. rule of any programming in mind, take your predicted time and multiply it by 1.5 to get your actual time. If I wish to keep working on my game after the Jam I can use everything on my second list as ideas!
3. DON'T DIE -----.
Good luck to everyone. May the theme not suck, may the weather not suck, may the food not suck, may the concept not suck, may nothing suck for the next 58 hours (HAHA screw you, JAMMERS!)