My Rules for Game Jams
This is how I cut corners in Ludum Dare and other jams:
- non-modal interaction
- no overworld
- no menu-based combat
- no world map between levels
- simple graphics
- stay in 2D unless gameplay is in 3D
- keep animations to 2-4 frames
- no scrolling,
- orthogonal perspective
- no alpha blending, only color key
- keep the color palette small (5 per sprite, 16 per screen, 32 total)
- no realism, take inspiration from cartoons
- no fancy AI algorithms
- no A* search
- no learning
- no constraints solving
- simple mob behaviour
- human-vs-human multiplayer for intelligent enemies
- no online multiplayer
- turn-based multiplayer can be played with only one keyboard
- local co-op is tricky
- simple game tools
- bfxr for sound
- autotracker for music
- gimp for environment art (backgrounds/tilesheets)
- aseprite for characters/animations
- if you do a 3D game, use 2D tools and put the sprites on billboards
- port to Microsoft Windows after the jam has ended
- design the game with a lowest playable resolution in mind
- only 5 minutes of content
- players are slower than you anyway
This is what I always try to put in:
- animation
- sound effects
- a title screen
- a game over screen
- a shortcut to take you to the LD rating page
- colorblind mode if necessary
This stuff is easy to do and nice to have:
- a main menu
- gamepad support (if applicable)
- music
- screenshake
- tweet your high score function
- a help button
Reblogging to remind myself for GBJAM
Good info! Gotta shift my focus of I’m gonna actually do the Metroid Jam…
Notes
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Ludum Dare 34 is coming soon! Keep your game scope manageable!
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