#GGJ14 Post Mortem

So myself and a bunch of the staff at The University of Lincoln decided to host an event for the Global Game Jam this year! It was very daunting as we’ve never done a whole 48 hours before – we’ve always considered 24 hours to be a pretty crazy feat on it’s own. We had students from a bunch of other universities and developers from outside the university come along too. It was pretty awesome to see so many new people coming to make games together over a weekend.

Not going to lie though “We don’t see things how they are. We see them how we are.” I didn’t really like that theme – I know for a fact that Alex was almost going to bail on me when he saw it.

Luckily we kept the band together and managed to form an idea for it with the help of a pint of alcohol and some good hard thinking. We looked at the idea of propaganda and how it pushes people to form somewhat inaccurate opinions of the world around them. We decided you’d play the role of a person employed to put up posters around an area for the government or those who opposed them.

GGJ14Screenshot

Myself and Alex decided it’d be cool to revisit the country of Happystan that I created along with some of my friends back home. It’s a dictatorship ran by a crazy man who expects everyone to be CONSTANTLY happy ALL of the time. I’ve always wanted to make a first person game in this world so this seemed like a perfect time! After having finished our drinks we went up to the computer labs and started work: Adam Bowes made 3D models of security cameras, buildings and trucks, Alex Saye programmed real-time poster physics and I made a metric-fuckton of poster graphics ranging from government propaganda to XXX strip club advertisements. (Meanwhile we were all listening to plenty of Caravan Palace…)

TreeDiagram

Unfortunately we didn’t get the game finished. Despite our solemn vow to never make a branching tree-like story for a game ever again we ended up making one anyway. We had a load of bugs that we didn’t manage to squash in the last few hours and they ended up leaving us a little stressed out and on edge.

On the plus side we got a heck of a lot of comments saying that we’d created a really nice atmosphere for the game, which I tend to agree with as it’s pretty much exactly how I’d imagined the land of Happystan to be like (it was very heavily influenced by Orwell’s 1984). I also really liked the cool billboarding effect we had on the NPCs – totally gonna use that again at some point! I consider ‘District Smile B’ to be a glorious train wreck – both beautiful and terrible at the same time.

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The Scary October Jam #ScareJam

Boo! So it’s time for the first of my many little game jams that I’m going to be running at the University of Lincoln! Since it’s Halloween soon I thought it might make sense to make it a spooky-themed scary game jam of occult hi-jinks!

Halloween

So ‘The Scary October Jam’ will be coming this Friday (18th October) to the University of Lincoln. I’ll be starting it at around 5pm and it’ll be finishing 72 hours later on the Monday! Anyone at the university is welcome to come along, we’d like to see as many first year games students there as possible – you can use the weekend as a crash course in GameMaker!

Let’s make some games that make people jump. Make games with all those creepy things that go bump in the night. Make something terrifying that’ll terrify the judges!

This time around we’re having an online poll to decide on a mechanic to add into everyone’s games. This should give people an interesting challenge and push them to think a little outside of the box with their game ideas. (Let’s avoid having a thousand and one jump-and-run games, people!)

You can come in a team of up to five people. The event will be in Computer Lab B on the top floor of the MHT building. Don’t be afraid to ask me some questions about it: if you want some more information on the jam then send me an email or drop me a message on Twitter.

#1GAM February – “Hideous” Screenshots

It’s been a pretty unproductive weekend – which is okay because Alex and I have worked our butts off this week on getting Hideous into its first-playable non-buggy state. Here’s a few screenshots from one of the last builds we made for the game:

HideousPic1

The screenshot above is the view from inside the maze. The one below is the “Summoning Circle” that all players need to stand in before the game starts – it is located in an ethereal realm above the maze.

HideousPic2

Hopefully this week we’ll be able to get the game completed before the February Deadline! We do have a contingency plan if worst comes to worst – both myself and Alex have some older games in the pipeline that we could release, an extra month on this game could get it really nicely polished. It is probably the most ambitious project I’ve undertaken as of yet… so I was prepared for a few hiccups along the way!