Game made for Gigajam, a 36-hour game jam hosted by TAMU SIGGRAPH. The theme of the jam was “Lore”, Relict won runner up in the interactive category. I worked by myself where I created everything during the jam except for the music. Relict is a 3D game using the Unity engine where you explore an island & solve object based riddles to unlock a piece of prehistoric art.
Source Credits:
Music from https://filmmusic.io/: “Garden Music” by Kevin MacLeod (https://incompetech.com/) Licence: CC BY (http://creativecommons.org/licenses/by/4.0/)
What would you do if you had more time?
I felt highly accomplished for a 36 hour jam, however, if I had more time I would have put a higher focus on the core game design. I struggled coming up with game mechanics & wanted to incorporate another core mechanic to tie the game together, but I didn’t have the time to allocate to further developing my idea. It would have been helpful to have more time to playtest & iterate on concepts.
What would you do differently next time?
I attempted to do everything on my own, including music & sound effects. Next time I would focus on what I wanted to get out of the project & not put my energy into parts where I could have just used royalty free assets from the beginning. I had a problem midway through the jam where I hadn’t saved some files & I had to redo them, obviously in the future I’ll be more careful & make sure to save my work more frequently.
What did you learn?
I learned a lot from this experience, & I’m glad I did it on my own as I had planned. Working by myself allowed me to really handle all parts of the pipeline & enhance my skills. I was able to learn more about developing game ideas, 3D modeling, UV unwrapping, & working in the Unity Engine. I really put my time management skills to the test to develop goals for myself for every few hours, and to know when to move on from a task when it was time to focus on higher priorities.