#GGJ15 Post-Mortem

BigGodLogo

So last weekend I had the pleasure of helping run the Lincoln site for Global Game Jam 2015. I worked with Kieran and we made a really odd game called “Big God, What Do?” which is about a tribal god and his little villagers. Here’s the little blurb taken directly from our submission on the GGJ website:

“Big God, What Do?” cry the tribes-people of a small, jungle village. The idol in the center of town stirs to life and an ethereal voice echoes around the near vicinity: “Okay, guys, you need to bring me some pigs and throw them in the fire.”

BGWD? is an experimental multiplayer game where one player assumes the role of an ever-present deity whose belief is slowly dwindling. This player has to yell orders to his followers in game through the shrine in the middle of the map, then the other players must go forth and collect the items he needs. There is a catch, however: the villagers can only hear their god when they are very close to the shrine, and the things that the god needs are constantly changing.

The game was really fun to make, it was quite a challenge to get audio streaming across a network clearly – the final result was still rather choppy which was a shame. Unfortunately we could only get the game working on local area networks, so the game only really worked in the computer labs.

FinalScreenBGWD

I learnt how to 3D model using a free package called Wings3D, I’ve never done 3D modelling before so I was very interested in trying it out. I don’t think I did an awful job either; apparently I went against a tonne of 3D modelling conventions, but I was bound to make some mistakes on the first attempt!

I think that after a few hours I had a reasonably good-looking low-poly art style going. I actually really love how the game looks, and I definitely want to use this kind of style again in the near future!

Oh… and I also managed to get a photo of me and Kieran where he’s not pulling a silly face:

KieranAndMe

It was very refreshing to work with Kieran on something other than Hashtag Dungeon. Working on a project for too long without a break can get kind of stale; I think this jam was exactly what I needed to remind myself that I love making games and that I can work on whatever I want, whenever I want.

It was definitely a great jam and I had a tonne of fun! Roll on the next game jam I’m hosting in March!

#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…)

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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.