GameJam Postmortem
This was my first gamejam, first Unreal game, and one of my frst games.
At the start I only knew I was going to use the Synty package with ALS.
I retargeted the locomtion pawn to work with Synty characters and started playing around with it.
Then took and added lights to the map.
It was all going well.
Than lost nearly the half of my work because a silly folder renaming thing...
This taught me to back up my work manually to zip files and to version control AT ALL TIMES. Can be a lifesaver.
I did not plan ahead too much, just went with the flow, regarding to features and the story as well.
Pros: no overcomplication, no overengineering
Cons: some time has been lost, by cutting out some features at the end:
- I prepared a little timer on the HUD and hooked it up with the quest system. I was going to do a collect stuff on time type quest, but I had to cut it out.
- The cubes near the tower, where Jasmine is were moving up and down using a Sine function, but they got out of control at times, so cut the feature.
But did not cut out too many things, could be much worse!
The biggest error I made was judging how much time I need for this...
I only spent 3 - 4 days on it...
I could use a couple of days now to fix and polish things up. It would make a huge difference.
Next time, I am going to make more time for jamming or just do something even more simple, to be able to finish and deliver it in a working, enjoyable state...
And pick a name that's not the theme of the jam :)
Get It's been a long time, but we are not done yet...
It's been a long time, but we are not done yet...
Epic MegaJam 2020 entry
Status | In development |
Author | Janos Domboroczki |
Genre | Adventure |
Tags | Low-poly, Singleplayer |
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