Separation - THEN combine with code


AKA - Divide and conquer. 

Something I under appreciate - is how important it is to effectively split a complete project up into smaller tasks and reconnect things at the end.

What makes jamming easy and enjoyable is having a team that allows you break things down and rely on one another to get things done. The art team knowing early what assets and art bits need to get done. The programmers can work separately on different aspects, (one works on platforming and collision, while another works on interactions and text menu's) knowing that they have to discuss and coordinate objects, variables and interactions ahead of time before coding. 

A key element is having the whole team understand and can see/visualize bits of the end game product and how it comes together. In the event of a jam, being flexible and conceding certain things to cut to reduce scope and complete the game within the time frame. 

Things we've  had to cut - piranha plants watering, minigames while interacting (such as having to press WASDW to rotate and turn the handle of the flagpole back down), and focusing the gameplay on the serene experience. This means not so much focusing on speed running by adding a timer, and having to save on time by cutting a trippy mushroom sequence that would occur when Hank would eat a mushroom.

All in all - the role I fill is the side needs and assistance guy. I know to leave the programmers to program and do their job, and if anything needs doing that distracts from that, it's my job to help fill in so they can get back to doing their things. At the same time, helping them take care of themselves, listening to them when they need certain assets, and reminding people of deadlines keeps the project moving.

Well with about 18 hours left - we're going to close out mechanics and see how all the jigsaws pieces puzzle together.

Get Super Honk's - Level Repair Service (Global Game Jam 2020)

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