how to do a gamejam


which of Michael Brough's steps seem most important to you? why?

The idea of starting really small with the core interaction seems very important - so does being able to drop your original concept and reconfigure, once you realize what’s actually plausible and good and what isn’t. Playing your game a lot is important too, since being able to “get a feel for what [the game] wants to be” will allow you to make something cohesive.

so... what is your midterm game concept? (2-3 sentences maximum)

My midterm concept is a dog collection simulator, because I’m a huge fan of dogs (even though I’m a little allergic). In order to collect dog friends, you have to talk to the owner and convince them to let you pat their dog - maybe one of my power-ups is a dog treat you can find that lets you get a free dog, without asking the owner. The game is over once you’ve talked to everyone in the park or once you leave, and then at the end there’s a little screen with a picture of you and all the dogs you met!

what will happen in it? how big will your game world be? can you build all that?

The game world itself will be contained in a dog park, so hopefully I won’t have to worry about having too much on my plate. I’ll also need to model a series of adorable dogs.

what will be hard to make? foresee any difficulties? what do you need to learn to do?

The dogs / owners might be a little difficult to figure out how to make, but I think once I’ve gotten the hang of it I’ll be able to churn out the rest pretty fast. The only other thing I foresee maybe being hard is getting a working dialogue system to talk to the owners of the dogs - I’ll need to get a better understanding of Unity’s UI to do that, I think.