“We. the Revolution” is a game we have been working on for quite some time now. It is a project we have poured our hearts into, and we are polishing it tirelessly to deliver the best, most exciting experience possible.
We’ve made it! After 48 hours (almost) without sleep we’ve finished our game for #krakjam, which was a part of #GlobalGameJam 2016. The theme this year was “Ritual”, which gave us some very cool thoughts to work on.
We started a planning around 17:30 P.M. and for next two hours we were thinking about what to do. Suddenly we’ve come up with a vague idea – “Player can posses any item in the house”. And yeah, that was that. But wait! I don’t want to talk about the game in this post, there will be a moment for that. Now I want to describe what was great and where we failed.
### THINGS THAT WERE GREAT ###
- Finished almost everything
We have done almost everything we’ve planned to do. It’s really awesome because normally things go very bad (in most of the projects) in this. We modeled and set up a whole nine room house, complete with environment; scripted a small quest line and most of game mechanics. Also one of us did the voice-overs.
It’s surprising how much we managed to accomplish. I personally think that we’ve made it because we were not wasting time. We’ve swiftly developed the unclear idea for the game into a design we could work on. Of course there were some technical shortcuts we’ve used. For example, our models did not have textures – only baked shadows and ambient occlusion. This also gave us a distinct, simplistic yet pleasing look.
- Communcation and task management
Our speed of work was incredible because of good communcation within the team. Everyone knowed what to do and which task was most important at the time. That was essential for the project.
Of course we didn’t use any special software to manage the team: simply discussing ideas and exchanging notes was enough.
Despite our depleting energy we tried to stay calm and funny. Of course we had some arguments (especially before making the final build…) but after all we had fun. I think it was related to good communication within the team, because we understood each other. Anyway… if your team is lazy and/or on a verge of breaking, just youtube a silly song 😛
### BAD STUFF ###
- All beer has gone
That’s all, guys. Next time I will tell you something about the game itself.