A wise man learns by the mistakes of others, a fool by his own.
You’re all in for a treat, because I have been working on a HUGE post over the past few days just for you guys! It’s basically a postmortem of all my experiences in game jamming, as a relative amateur, and what I’ve learned from them. I wanted to make this post for two reasons: to focus on how to make my own jamming skills better (I’m the fool!), and, as a secondary goal, to help other people with their jamming (that makes you wise!).
Of course, I’ve done a lot of failing, so the post is a little long to put here! So, instead, I’ve put in on my blog to trick you into giving me more hits- I mean, keep my post from taking so much space. With my luck, this will be off the front page in a few days (CURSE YOU FOLIS), but oh well.
Here’s the link, and an excerpt from the summary near the end:
So, here’s a summary of all the lessons learned, or, as I like to call them, THE THIRTEEN COMMANDMENTS.
- Plan ahead.
- Do something you’re comfortable with.
- Let’s admit it, there are stupid questions, you just shouldn’t feel stupid about asking them.
- Make someone play through the game.
- Have all core features done by midnight on Saturday.
- Don’t use libraries if you find they need “minor modification” before doing what you want. Code it from scratch, or find a library that does exactly what you need.
- Don’t make a game without first knowing what you need to know to program it.
- If you’re sure you have absolutely no idea how to program it, don’t try.
- Don’t overestimate yourself. Make sure your design is small and well-polished and does what it can well.
- Have a very clear idea of how the game will turn out in the beginning. Especially when you’re working with a team.
- Know exactly what tools everyone is using. Seems obvious enough, but trust me, make sure you know them.
- Don’t immediately take someone else’s solution for your bugs. Try and solve it yourself until all else fails.
- Motivate yourself every second, before, during and long after the competition.