I’ll be attending this year’s (2017) Develop Game Jam in July.
I usually just ruck up on the day and use the opportunity to learn a bit about some game development technology or techniques.
While fun and educational, this is not the ideal way to compete. Frequently, I achieve little by way of a final result.
This year, I thought I’d actually do some real preparation and take a real stab at completing a “proper” game.
I plan to use WebGL (naturally), so I’m focusing on PlayCanvas, along with Three.js and Babylon.js as possible fall backs.
If things really go pear shaped there’s always Unity (or possibly Unreal or CryEngine).
I intend to blog the process for reference purposes and I’ll add links to blog/articles as I progress.
OK, so, the Develop 2017 game jam “looms” and this time around I thought I’d do some prep to give me a chance at finishing a game. (At past jams I’ve been up against some seriously talent jammers, while I try to not be competitive I do feel I should try harder.)
Past experience has shown me that using tools is enlightening – highlighting possible problems and their solutions ahead of time, so reducing friction development during the jam. Something that this exercise has reminded me of.
I want to work on a WebGL based game. This automatically makes it web based with all the attendant benefits and disadvantages.