wertle

Gameplay designer


mtrc
@mtrc
jisaacgadient
@jisaacgadient asked:

i just signed up for the GMTK gamejam & i’ve literally never made a game before (i haven’t even opened up the Unity software i’ve downloaded). uhh…any advice?

This is a great question, and congratulations on deciding to enter a game jam and start making something! Here are some things I think are good to bear in mind for jamming:

You May Not Finish

I think it took me at least a few game jams before I managed to finish an entry and submit it. Finishing is easily the hardest part of a game jam, because it requires you to think of a small enough idea, do the idea, and deal with any of the things that go wrong. It's really tough! But it's also the main skill you practice in game jams and you do get better fast. Just go in knowing you might not make it this time.



I’ve got a seed for a blog post that I want to sort out. I’ve been working with a coach on artistic/creative stuff, and it’s been a blast. She’s an actress and dancer and knows nothing about games but is fascinated to understand game design and how I connect to it artistically. We’ve been doing a thing where outside our normal sessions I’ll play a game and she’ll watch and ask questions, and it’s an incredibly refreshing experience (she doesn’t know games but “gets” things in the sense of being an entertainer.

We were playing Nuclear Throne and she asked how did the enemies decide where to move, and I talked about decision making and random movement and behaviors. I told the anecdote about the Triple Town bears (completely random movement that players perceived as cruel AI) and that one Turok game (a simulation with so many specific conditions that the output just appeared random to the player) and how even Pacman had specific behaviors for the ghosts.

She asked me how do you know if randomness is enough, which gave me pause. I’ve developed an intuition for it, and I did explain how it’s often good to do it in prototyping phase to see if it’s enough off the bat, but I’d love to break it down more.

When you’re making enemy movement behavior in a game where the answer isn’t obvious, how do you decide when randomness will do the trick? What sort of criteria do you use when making those decisions and deciding what to try next?



In honor of the passing of Kevin Conroy, I highly recommend reading his entry in the DC Pride anthology (it's the last one in the volume). It's about how he drew on his experiences growing up as a gay man in a repressive environment, facing discrimination as a gay actor working during the AIDS epidemic, to find the voice of Batman.

Knowing that MY generation's Batman was created from these struggles and the yearning for a sense of identity...it makes his portrayal all the more powerful.

Rest in peace, Kevin Conroy, you'll always be my definitive Batman.