Great post, weird it's not getting a lot more response. Answer the man, ya faggots.
>What were you trying to accomplish?
My situation was a little different. I wanted to create more engagement with the board and tried to draw lurkers out and get them dev'ing. I made the little platformer with luigi and the frog enemy and shit to show people that a beginner could, in fact, make a little game in a month if they just put their mind to it, with the help of a cool library (raylib) that handles the lowest level window-creation/rendering/input handling/etc. code, while still leaving it up to you to implement all of the "game" code - state machines, collisions, character controller, level format, enemy "AI", game state handling, etc. etc. Some fag in the planning thread called me lazy like I had it done already and just rehashed it or something for the jam but the truth is my experience with both raylib and C++ were extremely limited, and work on the platformer demo started after announcing the jam - I had never done platformer development before. Another goal was, of course, to learn just like everyone else - what I ended up making was actually my most "complete" game I've made up until now. I am by no means a professional dev or anything but I do believe in leading by example. So if I'm gonna be the BO of this board, I don't want to be the faggot that says "come on you guys, just like make game..." I want to be the guy who says "Check out the cool shit I'm making. You can make cool shit too, if you just like make game."
>Where did you hit or miss your objectives?
We had a good turn out. For an up until recently abandoned board on the webring, we had 3 people participate (4 if you include myself) and everyone released something. That's pretty good. Where I missed though, was in thinking that total newbies would get involved. I spent a good deal of effort on making my demo code easy to grasp and modify, and was fully prepared to absolutely spoon-feed and hand-hold anyone who needed it, to change it in whatever ways they wanted to and to make it their own, or even to do their own thing using whatever engine. That no one like that showed up was a factor in me taking a more hands-off approach midway through and focusing on other projects instead. I would like for more absolute beginners to participate in the next one. It's not a competition, it's about learning, practicing, and pushing our limits. Even if you've never written a line of code or drawn a jank-ass sprite or texture in GIMP before, GTFI here.
I had also wanted to improve my demo code, to replace a lot of the hacks with proper solutions. I ended up not doing that, nor did I expand the project like I had planned to: additional levels, new mechanics, new enemies, etc. I was a bit burned out with it, since I had to crunch a bit at the end to make it in time for the jam. At the same time, I made some advances with 3D in raylib that made my RPG project feasible, so I pivoted to that. If anyone was hoping for a bigger and better "Luigi's completely not endorsed by Nintendo adventures" at the end of the jam, I'm sorry for not delivering.
As far as hitting objectives go, I am proud of the way that I got the release out the door on time. Defining the features I wanted and the scope, how many levels, how many enemies, etc. then managing the time to meet those goals was pretty satisfying to be honest. Not that I've never done it though, at my last job I wore many hats and basically worked alone from concept to product delivery (hardware stuff), but it's probably the first time I've committed to doing it for a "hobby" project. The scale of my current RPG project is 1000x the size though, and while I progress a little every day, having nebulous scope and time to delivery can be demoralizing at times.
to be continued.
Edited last time by nviridescens on 07/12/2023 (Wed) 08:07:34.