I knew someone who had to do a test to qualify for programming position:
Write an arcade game clone
In four hours.
From scratch.
In C++.
Using framework they provided.
Until the test starts, you don’t know what the framework looks like, or what game you’re going to clone.
If I remember correctly, the framework provided a pixel buffer and a way to detect key presses. No hardware acceleration whatsoever, and no helper functions.
Didn’t record the time just has fun making it. Half the time went on the basic 3d models. 30 mins in just about had the logs and rocks moving but debugging the physics and basic controls can take time. Once I realised I was well over the one hour I added the perspiration and selfie-camera, tweaked the minis face, added game won/over screens scores and 100 minis system and some basic sound effects.
Not sure I could do it from scratch in 60 mins even if I started again. I can see why people go with basic 2d games.
Hehe I just held space to see what happens if I kill most of the minions and I still won the game
I’m kinda with @iamthwee ,if you did the models as simple Unity shapes and cooled your PC, you could probably could have shaved an hour or 2 off. How did you do the gradually growing lava on the side of the minions? Did you just slowly move a model forward and/or scale it larger? How did you move the pieces on the lava? I think they’re using Rigidbody.MovePosition; definitely not AddForce…
Primitives would have shaved about 30 minutes off modelling time but added time in Unity trying to get the cubes to look like a lava cave.
Mini could just have been an orange capsule though, would not have looked as good in the selfie camera thought.
Lava Logs → AddForce and lots of time tweaking the physics/materials.
Lava Wave → Moving model (Translate).
Actually the tricky part is getting your next Mini to spawn somewhere safe!
But how did you get the logs to move with AddForce, yet they don’t seem to be changing speed? Normally they’d slow down due to drag or speed up due to no drag; at least that’s how it’s always worked for me.
Overall after looking at the project again I really like the art style. All I did was use 2 primitives (1 sphere and cubes) and 2 assets (skybox and floor), while you actually took the time to make your own shapes. Definitely not a 1 hour project, but it’s very good regardless of timing.
I think it is a fairly clever test, actually. It tests if the programmer has default expected skill level suitable for gamedev. API knowledge + ability to quickly figure out how to work with a new tech + general purpose programming skills, etc.
Most likely. I’m not doing that while I have an unfinished project, though.
It would lack 3d animated characters nice looking environment and instead would be either some sort of abstract wireframey shooter or some sort of snake clone.
If they are in contact with a collider in this case the level mesh then the Physics material settings effect the friction. Also the AddForce has a ForceMode setting that allows the force to be applied in different ways. Like I said I spent quite a bit of time tweaking the physics.
Busy working on something else but if anyone want’s to see how I made Lava Cave the Unity package is on the itch.io page. Please don’t just clone it, improve it with your own or purchased assets and have fun.
Hmm… it never occurred to me just keep going and spend maybe 1.5 hours instead of 1. lol
Anyway, great job @Arowx it looks and plays very good. Ha ha. It’s funny how you Unity folks even for a 1 hour game jam make things with a lot of emphasis on the visuals. I mean compared to most of the submissions.
The idea I think is just to get to where you can knock out a full playable prototype in 1 hour and maybe one of these will be something that is worth building on. At least that is what I get from it. Well that and of course pushing yourself testing focus and skills including ability to simplify to just the core mechanic.
I suppose it might be a way to find the next Flappy Bird.
That’s exactly what I’m working on. Well one of the 3 projects I’m dabbling in. Making a jam template that provides a foundation. So far have recreated the image to map system I made in Unity for my 3D wolf3d experiment. Extended it to work with colors only because for a 1 hour jam I expect to use only rectangles and circles. I mean not even use sprites but literally the DrawBox, DrawCircle type of stuff.
Slow going because I work a bit here and there on the 3D space invaders inspired game, learning shader programming and creating this jam template. Probably work on the Invaders game a bit next dev session.
“You are free to use premade assets but it is recommended that you make at least one game from scratch. Some assets are provided on the assets page.”. I used a Skybox and lava floor textures for mine so I’m pretty sure it’s OK.
If you want to do a “real” jam… the One Hour Game Jam this thread is about happens every Saturday so just a few more days to wait.
Alternately (and I am thinking about doing this just to test my jam template and identify weaknesses) you can always just go to the site and look at the previous jams set a timer and go to it. Like start at the last one Floor is Lava or one before that. Just don’t cherry pick the one you want because a big part of the jam experience is dealing with whatever they come up with. And you find that out like literally the second the jam begins in this case at least.
That’s why I am thinking I’ll work backward down that list if or just take the one at top depending on when I am ready to do it again.
Yup. That’s the idea. However, if you spend two months preparing a perfect framework for 1 hour competition, then I"m not sure what’s the point of competition.