Dev-corner: 48-hour Reddit Game Jam Postmortem
Last weekend, I had the distinct pleasure of "leading" a large (20+) team of dedicated artists, coders, and writers in the creation of a wonderful (if a bit rough around the edges) 2D platform game called Last Escape. I put "leading" in quotes, because my position was more of organizer and first-among-equals (save for a couple of executive vetoes, mostly to save time and keep things moving). It was an amazing experience, and I'm very proud to have been a part of it. It was also highly educational, so I'm going to try and take stock of what we did right and what we did wrong, and write about it here, in hopes that it helps other teams develop games later on. First off, a little more about the project. Last Escape was ambitious from the outset. Before the project began, we decided that we were going to work with C++ instead of Flash or JavaScript. This decision was of a practical nature; the two coders who had committed the largest amou...