Expectations
Some of my expectations of what a
game jam might be like had me a little
nervous about signing up.
Having been with Upbaseio Games for
almost two years I have learned
without any doubt that while game
development can be fun and rewarding
when things are going well, it has an
equal potential to be gruelling and
disappointing when something just
isn't coming together. Why would full
time game devs want the additional
stress of developing a side project in
three days' time? Or the
disappointment of coming up with a
promising idea and not finishing it in
time?
At the same time, knowing that
Russian Subway Dogs had itself started
out as a jam game, it didn't make
sense to ignore the potential behind
rapidly prototyping a game idea. Who
knows how far it can go one day! And
hey, if it never goes anywhere big, at
least you gave it a shot and learned
something.
Jamming
Working under the assumption that
most finished jam games are mere
shadows of the developers’ original
ideas, Miguel and I made a point of
not planning out too much ahead of
time.
Our basic concept was to make a local
multiplayer, alien-themed soccer game
with a sentient ball. We imagined the
ball having a few different behaviours
to add an unusual challenge for
players, and also thought it would be
neat to include a few different power
ups that could drastically alter the
ball’s behaviour.
I found it very refreshing to rapidly
prototype the smallest possible
version of our idea in contrast to how
we usually work, which involves
constructing and following a fully
fleshed-out game design document.
That's not in any way meant to knock
the design document approach - if
anything it's necessary for any large
project - but it was very nice to get
a break from that method.