Parasite in Love Postmortem: Part 5 - Our advice to future spooktober teams
Parasite in Love » Devlog
And so, we’ve reached the end. The jam is over, we’ve had fun, learned a few lessons, and left with a new experience. But before we depart, we all have some final words to share!
If you had to give advice/say something to future spooktober teams, what would it be?
NiA - Director, Writer, Artist
Start small and write down everything you need. Instead of increasing the asset list to make your story work, do the reverse. Have the story work in a small setting.
Anything can happen during development, so the less assets you need to deliver a game, the more likely you will be able to finish. If you still can add things to it in the end, all the better.
Allie - Editor
Plan ahead, have a schedule and check in often! The month goes by so much faster than you would think, and being proactive is important to keeping everyone on track. I was able to do my best as an editor because Nia gave me solid deadlines, provided all of the documentation I needed from the jump, and communicated clearly at every step of the process. It works wonders!
Ooyu - Programming
Communicate well and stay kind! That sounds like bullshit advice, but no, seriously.
For less abstract coding advice: Often, the creative members of your team aren’t even aware of what the game engine is capable of, and so they might not even think to add in certain flourishes that can really enhance the game. In Ren’py for example, ATL is super great and can definitely be used to add creative flair to scenes! As a programmer, don’t think that your job has to be to listen to instructions and implement them– add in your own suggestions too!
Ingthing - UI & Design
My advice for any future game jam participants is this: remember the designed elements! These include the logo, GUI, store page, and promotional materials. The presentation of a game is greatly enhanced by even slight GUI adjustments or intentional color palettes. It can be very telling when the UI used is the engine default, and something that's more personalised to your game will add to the quality of your game. If you consider these elements early, there's less of a scramble to supplement them at the end of the jam! The design of a game helps boost the amazing story and art inside it.
Baguetti - Backgrounds
Don't join a project to experiment or try anything that is 50% or more different than what you usually do. Stick to what you know. Also, don't promise things that you are not capable of doing. Things don't magically come together, and often you rely solely on past experiences to get through challenges that present themselves.
Amidst - Sound
Take the time to learn the other department roles and what they are looking for from yours.
Be open to reading the full script of the story in each draft and keep consistent transparent communication at every step you take during production.
Allow yourself to ask as many questions as you can regarding whatever you’re uncertain about during pre-production.
Everyone in this team are amazing people creating amazing things; however, what makes this special is the connection between yourselves and the work you provide. There will always be more ambitious grandiose genius ideas than tangible finished products people can play.
Coda - Voice Actor
If you do your best, no one can speak ill of you, and you’ll also have a leg to stand on.
It's a small community, and people notice your actions. Be open and honest and take the initiative to ask questions and be involved, because if you don't, your team will have a harder time stepping in. And then you'll have a harder time getting picked back up—even with people you’ve never spoken with. No one should have to experience that if the issue was ever rectifiable early, so please do you best and hold yourself accountable to your part on your teams!
Cody - Voice Direction
The people are more important than the game.
Elm - Casting Director & Marketing
Social media is important! Plan ahead and prep. Not just for your online presence, but for your team's morale. Seeing everyone react to the comments, responses, and build up hype has been so rewarding. Even if at the beginning it's just inside jokes and memes that only you find funny. Your team is the most important thing, look after each other, and be kind and thoughtful of one another! At the end of the day, any project has people behind it, and those people deserve to be recognised.
On top of this, remember that social media is not just “advertising”. Think very carefully about the kind of content you would want to see on your feed, or would get a reaction, and create that content. You’re a person creating content for other people, so bring everything down to that human level!
The Takeaway
So, we’ve reached the end of our postmortem. The takeaway? Have fun and work together. You’re working with people, so treat them as such!
Everyone in the team is important, and that's reflected in how you approach your work. Give some thought and consideration to your work and those you work with, and the rest should come together.
🎃 Happy Halloween! 🎃
Get Parasite in Love
Parasite in Love
A biological romance horror visual novel
Status | Released |
Author | Night Asobu |
Genre | Visual Novel, Interactive Fiction |
Tags | 2D, Creepy, Female Protagonist, Horror, parasite, Psychological Horror, Romance, Story Rich, yandere |
Languages | English |
More posts
- Parasite in Love Postmortem: Part 4 - Our Jam Successes & ShortcomingsOct 30, 2022
- Parasite in Love Postmortem: Part 3 - Adapting to the element of surpriseOct 24, 2022
- Parasite in Love Postmortem: Part 2 - Approaching the (Un)known in game jamsOct 22, 2022
- Parasite in Love Postmortem: Part 1 - Joining a JamOct 17, 2022
- Full OST Release on Youtube!Oct 16, 2022
- Trailer Release + PiL v1.32 now available!Oct 04, 2022
- Parasite in Love Endings Guide added!Oct 02, 2022
- Parasite in Love v1.3 is now available!Oct 01, 2022
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