Tapping Out, Not Giving Up
So this might be a bit less structured than my usual fare here, but I've been doing some work on some jams recently. One of them went really well, one of them I bit off more than I could chew by a fair margin.
JAM #1: 3D Modelling
Most of the jams I did these last few weeks were focused on brushing up on my Blender skills and getting more familiar with the rendering pipeline. To that end, this jam was a great success! Both of them were for that metric. But this jam was also a lot shorter and my project was better scoped for the time I had. It was just a modelling jam, no game part, and I'm pretty happy with the results that I got! I decided to see how many pokemon I could model during the time frame, and I think 4 was a modest success, especially since I ended up with less free time than I expected.
The theme of the jam was monochrome and that set me right to doing a different colour for the pokemon's type. I'm especially happy with Oddish, but maybe I have a bit of a bias towards that particular mons. Bewear did make me regret not rigging them when it came to posing, but it probably would have taken me a lot longer if I had done that since I'm not as familiar with the rigging and animation side of blender. It's still on my todo list at some point, though maybe I should move it further up the list.
JAM #2: Spycraft
Coming hot off the heels of the first jam, I was filled with all the confidence in the world; which was retrospectively misplaced given the scope of a game jam vs a pure modelling jam.
I went in planning what I thought was simple enough. Taking inspiration from a few games that I've played recently by Dark Dome and Rusty Lake, as well as a childhood of flash classics, I figured that a single room "escape the room" style point and click puzzle would be a recipe for success. Honestly, I still don't feel too badly about the scope being too large in that respect. However, the part where I definitely overscoped was figuring that I could easily and quickly model and prerender the room's graphics and still have enough time to put everything into Adventure Game Studio.
I did not.
I do feel some pride in what I've gotten done, but with the deadline about a day away as writing this, I know that I'm not going to be able to finish for the deadline, even after cutting a handful of puzzles and items. I managed to get damn close though! I did, in fact, finish all the renders for the room and I think I did an alright job of it, all things being equal. The lighting needs work. But the models and shaders themselves are solid for my money and, most importantly, I learned a hell of a lot about how to use blender better and demystified some of the shader graph functions. In that light, it was a grand success, even if I didn't manage my time well enough to actually finish the game part.
A few of the environment shots for the game. I'm most happy with how the painting texture came out.
Another thing that I think contributed to not being able to finish this was that I had bitten off more than I could chew. Not even just with respect to the scope of the jam, but in regards to how many jams I had signed myself up for. The Spycraft jam began only 3 days after the 3D Modelling jam ended and during those three days I didn't actually take much time off between two days of streaming and a day of meal prep. During the first week of the jam, partially fuelled by hubris after the last jam, I pushed myself far too hard. And I still thought I'd have time to stream for a couple of days last week...
So come last weekend, as I'm finishing up the modelling and sweating a bit about the deadline, I ended up burning out a bit. I didn't really catch that I was so low on energy though since I was too focused on getting as much done in the little time I had left. I ended up pushing myself too hard without giving myself enough time off over the last month. A tale as old as time, I'm aware, but alas, it's easy to get caught up in the hype sometimes and it can be hard for me to identify when I'm pushing myself too hard. That's always been something that I've struggled with.
Now, all that being said, I've been taking a proper break this week. I've taken a few days off when I would usually stream, focusing on some other hobbies, and tried to sleep a bit more. I've been feeling better now, and leaving the jam did take a bit of unnecessary stress off my shoulders. However, now I've got a nearly done game. Mostly all the assets are done, the puzzles are all planned out, and I still think the idea I have is pretty cool. Even if I don't finish it for the jam, I think I do still want to finish this game. If I pace myself better and work at a better pace, I'm hopeful that it should only take me another week or so to finish it, but if I do move forward with this game, it won't be with a specific deadline in mind, so I'm not promising anything yet.
For now, I'm going to keep resting for another day or two, then see how I feel about this game. If I do end up coming back to it, you'll hear about it here for sure. And if not, then I'm still super confident that what I've learned here has given me a lot of useful techniques and notes to put towards future projects.













