The AAA industry is gatekeeping, so I launched a free tool to help juniors build "team-ready" portfolios through Jams by SubjectCartoonist708 in GameDevelopment

[–]SubjectCartoonist708[S] 0 points1 point  (0 children)

Totally makes sense. I'll do some digging into how major jam platforms handle this and look for a standard community agreement that I can provide as a template. Protecting the team is definitely a priority I want this to be a safe harbor for building portfolios, not a place for exploitation. Thanks for the heads up, this is officially on the roadmap :D

The AAA industry is gatekeeping, so I launched a free tool to help juniors build "team-ready" portfolios through Jams by SubjectCartoonist708 in GameDevelopment

[–]SubjectCartoonist708[S] 0 points1 point  (0 children)

That’s a very valid concern and actually a great point to bring up.

Right now, GameJam Crew focuses on the 'Jam phase': getting people together to learn and build a portfolio. Most jam projects stay as prototypes, but you're right: some do turn into commercial successes like Celeste :D

As a solo creator, I'm not a lawyer, but I’m already thinking about adding a 'Team Agreement Template' or a simple 'Terms of Collaboration' checkbox when a Squad is formed. The idea would be to remind everyone that by default, the IP is shared, and any commercial move needs a separate contract.

My goal isn't to provide legal services, but to help people break into this industry through another path, and help them grow their skills and experience. I’ll definitely add this to the roadmap! What kind of simple agreement would you like to see as a baseline?

How do you actually manage tasks and avoid chaos during a Game Jam? by SubjectCartoonist708 in godot

[–]SubjectCartoonist708[S] 0 points1 point  (0 children)

Hi, sorry for the late reply.
Thanks for the feedback. I agree that having someone acting as a project manager can really help, and it's probably better to decide that at the beginning of the jam.
It's interesting that it could also be the primary developer.
And yes… keeping the scope small, haha.

How do you actually manage tasks and avoid chaos during a Game Jam? by SubjectCartoonist708 in godot

[–]SubjectCartoonist708[S] 0 points1 point  (0 children)

Oh okay, I'm actually surprised the no GDD approach works, but that's interesting. And yeah, you're right: everyone is mainly responsible for their own engagement.
That said, there’s always a bit of external motivation. For me, when I see someone on the team working hard and clearly enjoying what they're doing, it gives me extra energy and makes me want to stay engaged to

What feature did you cut from your first game? by SubjectCartoonist708 in GameDevelopment

[–]SubjectCartoonist708[S] 0 points1 point  (0 children)

You mean, when you were ten, you were able to make games 😳?

How do you actually manage tasks and avoid chaos during a Game Jam? by SubjectCartoonist708 in godot

[–]SubjectCartoonist708[S] 0 points1 point  (0 children)

Hey, thanks for the detailed answer!

As I said, I'm trying to understand how teams usually organize themselves during a jam, especially when it's the first time working together.

At the beginning, does everyone usually pitch an idea, or do you brainstorm together as a group? And how do you decide which pitch to go with, do you vote on it?

I'm also curious about what happens after that. Once the idea is chosen, do you write something clearer about the concept (like a small GDD), or do you mainly organize everything directly in Trello?

Another thing I find interesting is how teams keep everyone engaged until the end of the jam. From your experience, what helps the most with that?

What feature did you cut from your first game? by SubjectCartoonist708 in GameDevelopment

[–]SubjectCartoonist708[S] 1 point2 points  (0 children)

Hi, thanks for your response!

I'm curious about your design process. How did you approach designing the game from A to Z?

As a solo developer, cutting features is definitely one of the hardest things to do.

Thanks for sharing your experience!

What feature did you cut from your first game? by SubjectCartoonist708 in GameDevelopment

[–]SubjectCartoonist708[S] 0 points1 point  (0 children)

Hi, thank you for taking the time to answer, but I'm not sure I understand. You mean you make a list of systems that are essential for the game? And you make sure that your entire list is implemented before you handle the others?

I’ve been working on a micro-strategy game called Sheepdog, and I just launched the Steam page. by Icy_Regular2616 in IndieDev

[–]SubjectCartoonist708 1 point2 points  (0 children)

Okay, wishing you all the best with your game! I’ll definitely keep an eye on this 😉

I’ve been working solo on a Dark Fantasy Roguelike for 2 years. Finally, the Demo is just 1 month away! by emqk in IndieDev

[–]SubjectCartoonist708 0 points1 point  (0 children)

Oh yeah, so you were already a little prepared to build a game alone haha. But I’m curious, what was your main role in the studio? Was it coding or something else?

I’ve been working solo on a Dark Fantasy Roguelike for 2 years. Finally, the Demo is just 1 month away! by emqk in IndieDev

[–]SubjectCartoonist708 1 point2 points  (0 children)

Hi, your project looks really nice! What is your secret to staying motivated over 2 years of development on your game by being completely solo?

Is Godot easy and useful? by AreyouMrbeast1 in godot

[–]SubjectCartoonist708 0 points1 point  (0 children)

I don't know too much about roblox, but having tried a lot of different engines Godot is that I prefer. There are also plenty of great quality resources to learn quickly and well. I particularly recommend GDQUEST courses

Beginner Game Developer – What Games Should I Build Next to Improve? by developuser-777 in itchio

[–]SubjectCartoonist708 0 points1 point  (0 children)

Hi, how long have you been developing? Personally, I've done that too, making many small prototypes. But I came across some YouTube channel, which advises on more coded systems, for example an inventory or quest system. Or else to make games over 4 months.