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by dovyski
4198 days ago
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I participated in One Game a Month (1GAM) in 2013. It was an amazing experience, even though I managed to make "only" 5 games. It's astonishing to read that the author had the very same problems I had. Even when I had a clear vision of what I wanted to make, it was pretty hard to avoid feature creeping. When you hit the 90% completion mark, the TODO list starts to grow so scarily fast that the only way out is to develop/improve focus and the ability to ship things. That's when you level up as a developer :) 1GAM is a great opportunity to learn how to ship things, managing time and scope. |
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I think the most important take-away for me was how important careful planning is right at the start. As we got closer and closer to the deadline, the code got nastier and nastier. But I made sure we spent several hours just planning our design before even touching any code, and that the foundation was solid. It wasn't until the final 6 hours or so that we had other entities animating on the screen. But by then everything just came together, and filling the game with more content and additional levels was a breeze. Need to add a complex feature? Great! We've already planned for it, and it takes 2 lines of code.
There's a short little blog entry I read years and years ago that I still remember, called "Black Triangles" which is similar. About developing a game for the original Playstation, and spending over a month to just get a black triangle rendering on screen. http://rampantgames.com/blog/?p=7745
We actually have decided to take our little game past the weekend, so maybe this will become our first One-Game-A-Month Game.