Devtober month - <How we become stronger>


Hello to all game developers and game fans!

We were glad to take part in the game jam devtober 2021. We are glad to inform you that we have something to share after 31 days, which we have spent usefully. It was a very busy, difficult and interesting month, we did more than we planned.

A few words about us

We are simple students who devote their free time to game development. We are all fond of programming. However, our team is able not only to develop and implement a code base, but also to come up with and create an exciting set of mechanics and setting (To the best of our abilities and knowledge). 

We have known each other since high school, but now we study at different universities and therefore work online. Because of our studies, we do not have a clear schedule and do not always have time for time management. Because of this, we had a lot of problems, but this month proved to us that we are able to get together, cooperate and find time not only for development, but also for discussion, drafting technical specifications and finding inspiration.

About Devtober 2021

We have been choosing a game jam for a long time, we needed to find the strength and concentrate on full development.

  •  A whole month to develop?
  •  No, wait 31 days for development?
  •  We can do any project, there is no topic and what kind of formalism at work? 

It was our reaction to this jam. God, how glad we were that we could take part in it and we could bring our little concept to the end!

Initially, we decided that we would need to make the game in 31 days. Perhaps not the product that can be displayed immediately in the store for download, but the one that can be finalized in a week, rebalanced, add advertising and statistics and put in the play market.

The first week was hard, our concept changed as many as 3 times and we didn't know until the end whether the final one would take root (spoiler, no, we changed a lot of things). Because of this, our architect, who built connections and interaction of objects, had a hard time. As a game designer, I gave the heat, probably it was my main mistake. I couldn't come up with an initial concept that would be user-oriented and thought out in global things. It happened and now it's an experience.

Then it was easier for us, there was already some kind of basis, which was supplemented or changed as we developed and tested. A lot had to be deleted. We tried as hard as we could to work every day, to devote at least 30 minutes to finalizing lighting, creating obstacles or just searching for the right music, however, some days still fell out of our plan and, rather, it was a forced pause. We were getting to the point where it wasn't going. Then we decided to take a break, get together and play in video games  or go talk to our relatives (you know, it helped a lot to distract ourselves and recharge our batteries). After such pauses, the following days were as effective as possible and we worked out a certain strategy (without spoiler here).

What went right

  • Our development plan, time allocation and workload for each team member. We managed to maintain a balance in our personal life, studies and work on the game. And damn, that's cool!
  • We managed to create a game that can be uploaded to the store after a week of polishing and users will be able to download and play it (of course, it will be raw and it will need to be improved with constant updates)
  • We rallied stronger with the team and solved a lot of conflicts inside in the process. Sometimes emotions and situations outweighed reason and logic. But we managed to survive and become stronger.
  • During the development, several more guys and a whole artist (who has not yet started work) came to us

It seems to me that each point above is already a global achievement for us as a small team of enthusiasts. We do not claim to be game developers or creators of good games. We just like to create and create something interesting. Let it be invented and implemented by someone else. But we are interested to understand how it works, how it was created and try to repeat it. Believe me, to touch a masterpiece is already a dream come true!

What went wrong

  • Our confidence is that we will be able to work and post the results every day of October. It was very difficult and it turned out to be beyond our strength. As a result, about 4-5 days flew out of our development
  • Confidence in our product, we have been rushing for a very long time in search of the best solution. We couldn't find the best solution and choose the best idea. They often argued and doubted, did not hear each other and fell into aggression. Initially, we did not count on this and we had to go through it. It was a burden that fell on us along with work every day.
  • There was a problem with the materials. What to choose, which one is better, who will set up the stage and create obstacles? Who is free now? - it was our headache. Now we remember it with a smile, but it gave us a little sadness.


Howewer we are here!


Result

What a big and long text (I wouldn't read that). I briefly described what happened to us during this game jam. What problems we faced, what positive aspects we found in ourselves and how we were able to be at the end of this stage now.

We have a game that just needs to be polished. We have formed a friendly team, which is now able to correctly and clearly build working relationships. A few guys came to us with burning eyes. We have become older and more experienced. We had to deal with a lot of things and a lot of things to explore. We were glad of this challenge and looking at the result, I can say that we coped with dignity.


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