Last weekend, Glitch Games (creators of the popular Forever Lost adventure game series) hosted a 48-hour Game Jam just for Corona SDK developers called “GIGJam48.” I’m happy to say that I was a participant in the jam, and wanted to write a sort of “post-mortem” for my experience with the event.
Game Jams are “hackathon”-style events where developers are given a topic or set of specific limitations, and tasked with creating an original game that adheres to those limitations in a short period of time – in this case, 48 hours. On any given week or month, it’s easy to find somebody somewhere hosting one of these events — (Ludlum Dare is an industry stalwart, and the #1GAM (“One Game a Month”) project has really picked up steam this year — but game jams specifically for the Corona community are still pretty rare, and it was exciting to see one put together by a team like Glitch, who are big players in the Coronasphere. Their open-source libraries are very popular with a lot of Corona devs, and I think it’s safe to say that most of us are jealous of the success they’ve seen with “Forever Lost.” 🙂
Luckily, GIGJam was running on UK time, which meant that instead of receiving the jam’s theme (“the elements”) at midnight on Friday, the theme was announced at 7pm Friday night in NYC. I did very little actual coding on Friday night – I brainstormed and laid some groundwork that was applicable no matter what form my game took (i.e. making 118 audio files of a robot voice reading element names). From the start, I decided that I wanted to avoid interpreting “elements” to mean “earth, fire, wind, and water” but rather as chemical elements from the periodic table. This was partly to help make my game stand out from the pack, and partly because it gave me a broader set of raw material to work with (hey, if you can create everything in the whole world out of these elements, making a simple video game should be easy, right?!). Part of my Friday night preparation was to create a lua table that organized all the data for all 118 elements – something that was invaluable as I experimented with different game ideas on Saturday. (You can view that table here if you’re so inclined.) And I went to bed at a semi-reasonable time Friday night, with a head full of ideas, a hard drive full of mp3s and Lua tables, and a title that I knew I liked: “Elementropy,” which is a mixture of the words “element” and “entropy.” One definition of entropy is “lack of order or predictability; gradual decline into disorder,” which is a pretty good description of the last time I played “Pac-Man.” I was clearly inspired. READ MORE »