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Sunday, March 24, 2013

March 1GAMCRUNCH Postmortem.

First, the details:
Game Created: StarStitch - Free for Android mobile devices. (Click to view)
Time spent in pre-concept: 1 hour.

Time spent in development: 14.3 hours.
Tools used: Photoshop, GameMaker: Studio Professional 


Conception:
I knew from the start I wanted to make a mobile game. I have been developing with Android in mind for the last few months, but I had never really played with the Google Play market, and I wanted to design something simple to get a better understanding of supporting the near 3,000 different devices that Android is on, including over 30 sets of resolution settings and various GPU limitations. What a better way than a live experiment!

I knew the game had to be simple to work within the deadline of 48 hours. So at the start of the Game Jam I did something different this time: I ignored the theme! I had a focus already in mind, and I felt that I always took too much time trying to work a theme around a game idea, and I figured if I just forgot the theme this time I could focus on everything I needed.

Keeping "simple" in mind, I went with the idea to design a game I am unfamiliar with, a casual/puzzle game aimed at just wasting time. A little game you could pick up for a few minutes while waiting at the grocery story, standing in line somewhere, waiting on someone, or in the restroom.

Hardware:
I chose mobile because I wanted to experiment more with actually releasing a game on the Google Play market, and find out how various design methods and choices work with the vast amount of device and resolution support that Android is involved in.

What did I learn:
I learned quite a bit from this weekend, more so than I have in any other Game Jam.
  • Keeping things simple is very useful. You might not be creating the next World of Warcraft, but in 48 hours you don't have much time anyway. Simple is not always bad.
  • Finding the balance of expecting things to fail, but not expecting to fail. As things broke and as feedback comes in, I learn from the information, which is the entire point! In fact, the more things that break, the more I learn, and the more things that work, the more confident I am in my design choices. It's win/win baby!
  • The Android market and Google Play is VERY easy to use. Super easy actually. Granted, it does take about 1-2 hours for things to update, but that is far better than the several days it can take for other mobile markets. Learning how Google handles their market and the control/statistical options they give developers is really only doable by jumping in feet first.
  • Being picky on graphics isn't something you have the luxury of during a game jam. Taking a style and running with it is the best way to go. Once you've fleshed out a design concept, there is always time later on after the jam to add the polish you really want. Learning to accept my own art for what it is, is a tough lesson but a very valuable one.

All in all, this was the most productive and knowledge digesting Game Jam I have had. I look forward to next month and the lesson it will teach me. :)


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