Here is what we were able to come up with in our brief sprint of a game jam:
https://ldjam.com/events/ludum-dare/40/property-in-spectre
A lot was learned going through this experience, and it was a lot of fun along the way. What was the worse part?
The burnout.
After amalgamating a ton of concept, ideas, and directions, sticking , I realized that we blew through a lot more time than expected, which gave us less time for Asset design and Animation.
That being said, there's a few notes that I'm going to try and stick by for game jams in the future:
Asset creation:
Just get them out! Layout matters, but block ins don't as much, and are usually adjusted in game or late in dev.
Texturing can be thrown on later as a "nice to have" unless it's absolutely needed and is a focal point in game.
Animation:
Make a generic rig as soon as possible to cover as many characters as possible. That way the coder doesn't have to wait as the animator can get started asap, and will give the coder more time to implement animations. Communication between programming and animation is needed to ensure a proper blend between gameplay and good animation transitions.
Gameplay:
Test, test, test and test~! We left a lot of gameplay tweaking to the last day , which makes it hard to put on that
great layer of polish to blend in with assets, anim, and etc.
Time:
I found that I made prior commitments and had work. This is a one off note, but next time, take some days off if possible. Your sleep cycle and sanity will thank you. Will also give you a bit more time to build and test the game before the public release.
