Armageddump: Game Design
Armageddump: Game Design (The main post about this game can be found here) The context: When I joined the team for this jam, it was very much as a programmer. I was suprised to find myself in quite a large team, although that was explained somewhat because the discord was a team that had done a number of previous jams together, and people would either take part in a jam or sit it out, either completely or only offering advice. The work for this jam was also quite split; there were a lot of artists and composers for instance, but each only created assets for one boss or so, meaning it roughly equated to fewer people putting more time in. After the jam started and the theme was announced, some of the ideas were amalgomated into the concept for our game. The project manager wrote a rough description of the bosses, with some attacks outlined but little more detail than that. To flesh out the game enough to start programming, a designer was invited to the project, but the concept...