Lots of great ideas raised in this thread! Unfortunately I can't address them all in as much detail as I've sort of injured my hand, but I'm taking all your replies into consideration!
At 9/16/21 07:43 PM, BobbyBurt wrote:Visual programming is much easier and quicker to figure out, which really helps with the biggest obstacle to the jam's success. If they're forced to learn a complicated language from the start, what are the chances they'll have a good experience and want to continue?
True! It's just that visual programming, way I see it, carries barriers of its own - people may not be able to "carry forward" the knowledge of programming from visual to textual programming. Also, experienced devs don't often use visual programming - so this means that they may not be able to contribute as much as they could, as they might be able to reason about and explain concepts easier in the language they're accustomed to, or one that's similar to it.
Another is ecosystem locking - how many people would stick to Scratch because it's all they know (instead of jumping to e.g. GDevelop) as opposed to those who use a programming language? Languages are mostly* engine agnostic but the same can't always be said for visual programming - as it tends to be highly specific to the engine at hand.
*some like AS1 are not as transferable as other languages, which is why I don't recommend using those.
That is very long for a traditional game jam, yet plenty of time for momentum to die down and struggling beginners to give up.
True, there should be some system to determine if people are making progress, struggling or have given up. I'm not sure how that would work without potentially leaving a bad taste in people's mouths though.
Maybe it would it be better to have a few volunteer veterans for each engine / framework who are available to answer questions and guide new programmers. That's a serious deviation from your original idea and I don't know how it'd work beyond that, but do you think there's potential there?
Definitely! If the number of experienced programmers, or even the number of programmers who have released at least one game is the limiting factor, then it could be converted to a smaller pool of programmers for an engine(s). Perhaps this could be done regardless, before the event itself starts.
If the jam is based on a the source code and thorough documentation of a simple demo, that helps with the problems we've discussed. Submissions can be judged by how much they deviate and become their own thing.
That's quite a good way to determine the uniqueness and effort put into a submission! The only problem I can foresee, though, is that it requires users to modify others' code which can be rather intimidating - I've seen quite a few people who just shut down because they don't want to "break" the code, even though there's no consequences to a build failing...
At 9/16/21 09:24 PM, OmarShehata wrote:I think this is a pretty cool idea for a jam! I think this could work well if (1) there are NO prizes and (2) you rely on people's teammates helping each other learn the new skill, instead of trying to take on that burden as the jam organizer.
Yeah, (1) and (2) are the ideal scenarios - this jam would necessitate more collaboration with teammates than other jams where they could do their own thing and coordinate once in a while. It would be far easier to run were this like an in-person hackathon, but since it's all online I'm not sure if it'd be too lofty a goal or not.
And as for prizes, I'm not sure whether having no prizes would incentivize people enough to participate, follow through and finish. Ideally there'd be no prizes so that no teams game the system, but I can't really think of too many alternatives.
Perhaps something like a month's supporter for everyone who submits a game at the end of it all? Idk.
I think a better way to frame it is that this a community event where everyone is learning something new, and you win if you actually produced something with a new skill, that's your prize!
Exactly! That said, I doubt that would attract too many people - because "good enough" just is for most, so if they can get by without learning something new then they probably would. (Granted, this is a very pessimistic view so it's likely there'll be a lot of people interested, but it's better to plan for the worst)
Responding to @BobbyBurt here, I have the opposite opinion, I've actually had a lot of success teaching people who have never written any code before how to create something functional in Phaser for 48 hour hackathons. My other tool of choice here would be PlayCanvas (also JS).
That's great to hear!
I saw mention of Defold the other day and that it uses Lua - apparently originally designed for non-programmers. That sounds like a viable game engine for beginners (even if it's evolved a bit since its inception).
Right now, the choice of game engine isn't set in stone; I'll probably have some sort of poll to decide later. What do you and @BobbyBurt think of Godot/GDScript and Defold/Lua? In theory, their python-like syntax should make it easier to grasp (although in practice, that can mean anything that's more "scripting language" and less "enterprise OOP"...)
But this goes to point (2) for me, I think the best resource is going to be whatever your teammate is comfortable with who's willing to help out. This works especially if you go with the "role swap" theme because that assumes there is someone on the team somewhat skilled in programming who can be there to answer questions.
Exactly, if an experienced teammate is comfortable with using Godot then it's best if the others use it as well, because that'd maximize knowledge sharing - as opposed to using an engine or a language that is new to the both of them which would ultimately hinder progress.
So this jam would attract people who are interested in mentoring/helping out.
Hit the nail on the head! It's a great way to develop that experience and experience it from a distance rather than the gung-ho "just dive into it" that some people (like myself) normally do in a jam. As a result, I think this would also help people become better at planning things out which would help in future events as well.
At 9/16/21 11:55 PM, 3p0ch wrote:A community event of "Learn to GameDev Month" instead of a game jam format (but still with a deadline)? With a discord and channels for each of the engines/frameworks where people can ask questions for experienced programmers (and have other channels for the usual discord bullshitting that's not asking questions so we don't have to wade through pages of crap to find them)?
This would probably be a great way to gauge interest in the community! Managing a discord server would be a considerable task in itself, though, so an alternative could be to leec- er, latch onto existing NG discord servers - both to gain access to the existing audience therein, and to have moderation shared by existing members of the community.
At 9/16/21 11:14 AM, MSGhero wrote:The template idea I had does give people a healthy starting point, but we don’t need a dozen platformers with the exact same mechanics. Maybe we have a coding jam to make the template games lolAt 9/16/21 07:43 PM, BobbyBurt wrote:
We also gotta keep in mind how simple people's first games tend to be and should be, as is the advice we keep giving everyone. This is a jam that's gonna be filled with Snake and Pong clones. That's not a bad thing, we just gotta remember that the focus is on individual learning rather than a competition resulting in an influx of neat games.
Good idea - it could be like the Endless Dance Party collab where there's only one submission at the end, but it's a collection of minigames rather than full-fledged games. Teams could be assigned genres, themes or actual minigame concepts to implement if they so choose.
Also, off topic: I think it's safe to call @Gimmick @3p0ch and @MSGhero the gods of the gamedev forum
Aw shucks, that's very flattering of you :3 That said, I'm just a guy who posts on this forum above average, and I think others would feel the same way too.