Retrospective on the Jam
I wrote the following retrospective as a blog post on my personal website after I submitted my prototype of Routine Patrol as my entry for Pirate Studio Game Jam 15. I figured I should post it here as well.
This was written before I received any feedback from anybody. I didn’t get very much feedback, but the feedback I did get was very enlightening.
What went well
I built a mostly functional game with Godot for the first time, despite not having used it for a project before. I was productive with Godot despite my unfamiliarity with it, and more productive than I would have been with other approaches I had used previously.
I was able to control project scope and maintain focus on the idea I came up with.
Deliberately not spending every second of the jam implementing something gave me space to consider a larger vision that resulted in a roadmap for the next few months, if I want to stick with this project.
What did not go well
I did only work about 5 days of the 14 that made up the jam. That is an underestimate; I thought about the game every day, and if I pull the commit logs I’m sure I committed on at least 7 days. But I did the heavy lifting on the weekends. That’s okay, but I needed to do more in the middle of the week.
Compiling Aseprite was a bit of an annoyance in the middle of the jam.
I did not complete the entire functional scope that I had planned for the jam. In particular, I missed out on implementing intruders and alerts; two features that I think would be vital for actually realizing the “anti-stealth game” concept.
I fumbled around quite a bit on the first Saturday with assets.
What would I change
Find a way to commit something useful daily, no matter what. Or work less at my day job.
Settle on the toolset in advance of the jam. I was enamored with the idea of having no preconceived notion of what I would do; if I instead committed to using all of the tools I had used in advance, I could have saved quite a bit of time.
Make the game scope even smaller than I did this time. The potential of the idea’s mechanics should be should be obvious in builds after the first full day of implementation.
Pre-bake generic assets, like tile sets, prior to the start of the jam. That way you don’t have to mess with colliders and such.
Get Routine Patrol
Routine Patrol
2D Top Down Anti-Stealth Action in the Shadows
Status | In development |
Author | Joe |
Genre | Action |
Tags | 2D, Singleplayer, Stealth, Top-Down |
Languages | English |
More posts
- Version 0.2.0 Released73 days ago
- The Future of Routine Patrol95 days ago
- Version 0.1.0 ReleasedJul 29, 2024
- Version 0.0.0 ReleasedJul 28, 2024
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