Last weekend, I was at Global Game Jam 2015 up at the Uni. Thus far, this is my 7th(?) game jam, and second game jam as staff. This was also my first year where I was mostly in a solo team. My regular collaborators were not present and I didn’t make too much of an effort to join or enlist others to join my team. Later on, a student whose team had dropped out while he was at work joined in and created some cool looking ships (previously just triangles).
The theme for GGJ15 was “What do we do now?”. A broad theme which to me could easily be contextualised as “Here is a choice: choose” which is basically the essence of gameplay. Alternatively there is emphasising words (What do WE do now, What do we do NOW, etc.), but by the time I heard it, I had already come up with a concept based on the diversifiers.
The game I created is called VAST (GGJ link) and it is a space dogfighting game. Originally pitched as a space exploration game, the player controls a ship in procedurally generated space (e.g. asteroids, planets, pirates, etc). The player could then choose to play by fighting, robbing, or exploring areas of interest. However, being a timed event, I only basically got the fighting part done. But, the key ‘gimmick’ of the game was the use of the ‘Stephen Hawking’ diversifier: control is only via one key. Each ship is controlled with but a single key. Hold the key to fire left or right thruster alternatively, or tap to move forward. Simple! I also used the ‘Drop In’ diversifier which allows anyone to join in (by pressing a key).
The final product includes single-key ships, auto-firing ships (only when something is in range), breakable asteroids containing artifacts of power (more guns), AI-controlled pirates, and sweet sound effects.
Since its inception, I have participated in the Global Game Jam (GGJ) event held every January since 2009. The event entails making a themed video game in 48 hours. At the beginning of the event, participants are given an overarching theme to incorporate into the developed games, form into teams, then get developing!
I have participated in four GGJs so far, but the third one did not result in a working game (unfortunately I had to leave early).
The game developed for GGJ 2009 was Canyon Chums, a 2-player cooperative game where the goal is to escape a slowly closing icy canyon. The theme was something like cooperation.
Swimming Snake was the game developed for GGJ 2010, where the game is a somewhat arcadey-style game of eating fish and avoiding puffer fish. The problem is, all fish look the same until they get close, which is when puffer fish expand. The theme for this year was deception.
The game partially developed for GGJ 2011 was a 3D Tower Defense game (think Plants vs Zombies in 3D), which involved defending the last known tree on an island from encroaching creatures.
Cosmic Hamster Wheel was the game developed for GGJ 2012. The theme this year was simply an image of Ouroboros (the cyclical snake eating its own tail), so this game involves running around a circular environment, gathering fruit and avoiding explosive robots on balloons (it doesn’t really make sense, but hey!). The game turned out quite pretty, but I was dissatisfied with how it played compared to previous year’s efforts.
On 24 June 2011, Dacre and myself were contracted to develop a couple of Flash games for Asthma Waikato. They requested a colouring game and one other game (an arcade fish jumping game). The games were required to have an educational message (but not an in-your-face message), yet still be engaging enough for kids 5-9 years old to play. Although the colouring game is basically just colouring in, the jumping game emphasises asthma management, eating healthy, and avoiding triggers.
Over the course of a month, we developed the two games which are now available to play here.