Please, sir, you're just encouraging people to mix me and Yellow up.Yes, I have been thinking about this too, YAL...
It's 72 hours, but you have a point. The main reason I was able to get so much game done in 48 hours (I had things planned during the last Jam day) was that I had some leftover game ideas to develop; I've been planning to do Zombie Zoo Raid for nearly a year but never started on it since all my other projects (Final Columbus, ySMB, RW2) took so much time... then when the theme was revealed to be "laws", I could search trough a few (physical) folders of assorted sketches and have game design decisions and characters sketches already ready to browse from. Most of the first day was used in making the core engine, which apart from a standard TDS engine which was a jiffy to make contained a random-level generator. I had written down some algorithm from RogueBasin some time ago (which I'm gonna use in my upcoming jRPG engine), and making GML out of it didn't take more than a few hours... including debugging. The second day was spent drawing dialogue art, monster art, and making as many types of monsters to shoot as possible. Both cutscene markers and dungeon generation was a bit glitchy, though, and I ended up accidentally breaking the generation algorithm without noticing sometime near the end of the second day... luckily I hadn't removed my debug cheat. The main reason I missed the fatal glitch was that I'd been using room-skip for aeons to test-play whether all cutscenes worked as they should...I cannot imagine creating a game with all original sprites, music, coding, ect. within 48 hours. There simply are not enough man hours to complete all that unless you have EVERYTHING planned to a T beforehand and only have to actually "create" that stuff during the 48 hours. I created all original art for Thermodynamics in addition to creating the concept within the 48 hours, and I hardly had time to put together something coherent (and barely at that). If I had to create custom music as well, custom sound effects... unless I'm recording my everything acapella, it's not happening.
Overall, the Jam was a really nice lighting spark that made me go from a pile of sketches to a 50% complete product in two days; I really value the power in that.



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