I was lucky enough to be part of the Develop Conference Game Jam 2017! The theme was Risky Business, since the Develop Conference is all about the business of games.
Talking the theme over with the team, we all wanted to go for a game design focussed around risk and reward – greater risks lead to greater rewards! Some of the first concepts were “Business Buckaroo”, “Tom Cruise Simulator”, and “What’s The Time Mr. Wolf?”
This last idea was the starting point for the game’s design. At one end of the level would be a threat, ‘the wolf’, and around the level would be coins – the higher value items being nearer the threat! Being closer to the wolf meant less chance to escape when it awoke!
We worked through some ideas around having the speed of player movement disturbing the wolf – perhaps the player had to creep? I was concerned how quickly we could relay this mechanic to the player, and the amount of time needed to implement a satisfying control scheme and camera for this.
I knew that that the game had to be very accessible and easy to pick up and play – the jam was being judged so we had only 3 minutes to sell it to the judges. We looked for ways to make the controls as simple as possible: ‘press A to move’ rather than full 3D movement. We quickly iterated over the idea of having a racetrack that the player travels around, to having the player move backwards when no button is pressed, as if on a bungee chord.
The other mechanic was to be awaking the wolf. We all knew we wanted to make a multiplayer game, so I suggested that this could be an opportunity to introduce a social element to the gameplay. The player can choose either to race to collect the high value coins, or they can choose to squeak and wake up the wolf if they see their friends getting close! We were all excited about the in room tensions this could cause among the players.
Finally, the control system was set down. We opted for button mashing rather than press-and-hold in order to keep the players moving, active and as engaged at possible!
This was the first game jam I attended with a 3D artist – Matt did a superb job of interpreting and animating Jules’ wonderfully colourful designs of a game of cat and mouse. Throughout the development we were frequently delighted and astonished by the quality of work they were putting out in such a small amount of time. I mean, just look at this sleeping kitty!
The jam went really smoothly although we made the error of getting a bit merry at the GI.biz party on the first night and getting to bed after sunrise. We only had a few opportunities to playtest and tweak the game feel, but I think we did a great job of balancing the systems. Jak coded a really robust system and spent the last hour of the jam cramming the control and feedback systems so full of juice his computer started leaking. Screenshake, particles, everything!
Meanwhile I was making sound effects and implementing them in the code base. I kept telling everyone how pleased I was with the musical system I implemented that mimics a Tom and Jerry creeping cartoon score as the mouse gets closer. It’s really funny and gives user feedback so that’s a win!
We all had a brilliant couple of days at the jam and need to thank David and Jo for organising, hosting and running such a brilliant event. They really made us feel welcome and were very patient and helpful when our equipment started breaking! It was great seeing our game on the big screen at the conference’s final session and we’re so grateful for our honourable mention – the judges said we had “a well designed risk mechanic and it was very polished”. We’re very happy with that!