00. brainstorm: practical first steps
Attached image showcases my early brainstorming sessions when I decide if I’m doing the jam or not before the jam starts. Left column is for 14 days before the jam starts, when I can prepare placeholder template, find generic assets and roughly plan what type of game I can do with my current knowledge, so working once the theme announced will be much easier. By the rules of this jam, it is allowed to prepare stuff before jam, but you need to note these things when submitting.
On 20th I have an event, so I lose a day here.
24th is the last day, so it is naturally a day to wrap up.
- template think-over:
- gamekit templates for the jam - pretty sure they are outdated and that my go-to template is better suited for my own usercase
- check my current projects because some stuff is broken
- Jack: test adding cutscenes and how much it enchances the gameplay (can be a lazy crutch for storytelling and combat to gloss over my lack of technical knowledge)
- As it went in other times, I have:
- 1 day to think aobut the theme
- 4 full days to work on the idea (make a map, set atmosphere, implement gameplay, insert story pop-ups) *2-3 days to troubleshoot and package
- Version/pov choice:
UE4.27/5.6? 2d/3d? VR? 1POV/3POV?
-
I never properly worked with 4.27 so it’s too much new info. The only real pro of this is just browser gaming, nothing else, especially because i don’t work in 2d yet. Unless i wanna go for 2d prize, and i don’t. So, dismissed.
-
I never worked with vr so testing for cardboard game is high risk but can be a high reward situation. It also affects building the template, so this 📌 should be decided early. Once i’m done with inicial planning, concentrate on testing android VR cardboard setup (uses VRidge, SteamVR and a phone).
• Using 3d template for custom 1pov is probably the best -no need for the character & more immersion. But limits storytelling and can affect combat etc animations negatively. If I figured out POV switch, it owuld be the perfect solution. *btw with current template there was some issue with turning animation or smth.
What can be prepared (not actual game related):
- itch.io placeholder page (done) - overlooked point some people waste time on at the last day instead of packaging their game properly, I’ve seen it irl in the jams, so I do it before jams.
- not important, but i need to update my main website because it shows super old cv instead of my current gamedev stuff.
preparing template:
- write down a list of assets i use
- don’t forget to insert my & UE logo video (looks cool when loading lol)
- can do custom steps
- can edit audio in animations
- should to edit E pop-up UI
- safe zones - green area for enemy interaction used to get errors in previous UE versions, pay attention to that
- insert menu music, ambient locaiton stuff, all the basic sounds like finish level and buttons
- i still didn’t add an instructions pop-up/pause menu thing
- check for walls/bounds. i have an issue when character sees a bit through the walls etc
- think of a video gameplay recording that will be done. This helps with pinning down the aestetics & remembering to view the project from gamer’s pov instead of my own wants as a dev.
To learn: • I NEED a cutscene
- single 4 channel texture map - whatever exactly it means lol
- how to make a specific atmosphere for the sky because i never can seem to pin down the idea i have in my head. maybe it requires vfx or smth
Get Crashed
Crashed
escape the underwater maze
| Status | In development |
| Author | vitalia.dev |
| Genre | Survival |
| Tags | Unreal Engine |
More posts
- 0.001 EpicMegaJam version2 days ago
- 00. brainstorm: on music & sound24 days ago
- 00. brainstorm: rules analysis24 days ago
- 00. Epic MegaJam announcement and musings24 days ago

Leave a comment
Log in with itch.io to leave a comment.