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GreenXenith ee8eb1928f Wording 2022-01-09 01:58:29 -08:00
GreenXenith 516e50856a Debold that 2022-01-08 20:25:43 -08:00
GreenXenith 1a210a98db Specify author 2022-01-08 20:23:03 -08:00
GreenXenith bd929346ec Add post-mortem 2022-01-08 20:18:09 -08:00
GreenXenith ef65a3018c Add formatting and link 2022-01-01 17:15:31 -08:00
3 changed files with 74 additions and 5 deletions

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> What it says on the tin. You collect coconuts. No real goals though, and the collection process is extremely slow. The tool upgrade also doesn't let you select what you want, or tell you what each one costs (I figured it out from the CDB listing). _(GreenXenith)_
> Stopped at 5 coconuts due to wrist health concerns, had to take the rest of the day off from judging as a precaution _(Hugues Ross)_
> [Stopped at 5 coconuts due to wrist health concerns, had to take the rest of the day off from judging as a precaution](https://content.minetest.net/threads/1138/) _(Hugues Ross)_
> Executing the /call chat command crashes the game. Seems to include lots of unused assets and code. _(Nathan Salapat/MinetestVideos)_
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> It has gameplay but not much else going for it. Finding the special present is mostly just tedium, and the chat hints aren't very helpful when they give mixed directions and the aisles arent labeled. _(GreenXenith)_
> This game is an agonizingly dull exercise in frustration. First of all, if you die you respawn outside of the level and have to create an entirely new world to keep playing. The only monster type is very basic and nothing about its design relates to the theme of the game. Worse, they can hit you through walls! But what about the 'meat' of the game? Ultimately, this is a game about walking arounf a warehouse in search of a single green present. You're basically looking for a needle in a haystack while weird purple things harass you. After a while, I decided to cheat and try finding the present with flying and noclip. Easy, right? Well, after roughly half an hour of inspecting shelves I wasn't entirely sure that the green present even existed. After several more maps and looking at the code, I've come to the conclusion that the green present can exist, but that a map can also simply spawn without any (by placing them where the walls and shelves will go)... You can very well be softlocked straight from the first second of playtime. _(Hugues Ross)_
> This game is an agonizingly dull exercise in frustration. First of all, if you die you respawn outside of the level and have to create an entirely new world to keep playing. The only monster type is very basic and nothing about its design relates to the theme of the game. Worse, they can hit you through walls! But what about the 'meat' of the game? Ultimately, this is a game about walking arounf a warehouse in search of a single green present. You're basically looking for a needle in a haystack while weird purple things harass you. After a while, I decided to cheat and try finding the present with flying and noclip. Easy, right? Well, after roughly half an hour of inspecting shelves I wasn't entirely sure that the green present even existed. After several more maps and looking at the code, I've come to the conclusion that the green present **can** exist, but that a map can also simply spawn without any (by placing them where the walls and shelves will go)... You can very well be softlocked straight from the first second of playtime. _(Hugues Ross)_
> Copied all of MTG for a handful of items. _(Nathan Salapat/MinetestVideos)_
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> Essentially Labyrinth but prison themed. The enemies were good enough to fight. The generated trash cans and vending machines were a neat addition. The maze itself is rather bland, it barely resembles a prison (prisons aren't even mazes but whatever). I'm not fond of first-person mazes myself, but it seemed like the enemies increased rank the closer you got, which helped. Including the recorded dialogue was humorous :) _(GreenXenith)_
> I think this is a really neat twist of existing content for minetest, taking familiar pieces and combining them into something new and fresh feeling. My main complaint is that success is highly RNG dependent - In my first run I didn't get any weapons at all, whereas in my second I was swimming in them... there are also a couple bugs, like picked up items being inaccessible if your hotbar is full and enemies killing you while you're in the main menu. But overall, I'm kinda into this. I'd like to see it mature more. _(Hugues Ross)_
> I think this is a really neat twist of existing content for minetest, taking familiar pieces and combining them into something new and fresh feeling. My main complaint is that success is **highly RNG dependent** - In my first run I didn't get any weapons at all, whereas in my second I was swimming in them... there are also a couple bugs, like picked up items being inaccessible if your hotbar is full and enemies killing you while you're in the main menu. But overall, I'm kinda into this. I'd like to see it mature more. _(Hugues Ross)_
> pretty good maze runner. Really adds depth to the maze. as far as the theme goes, it was well executed. It could have done better with instructions and the goal. _(MisterE)_
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> The modular room concept is interesting, but without any form of barrier between them, I found monsters tend to wander in while in the shop menu. It also crashed on first start. Grinding and crafting was a rather lengthy endeavor, and the reward wasn't worth it, especially when you don't know what to do with the items you craft. The rock didn't seem to do anything special? The last room also wasn't accessible. Interesting start. _(GreenXenith)_
> All you can really do is walk back and forth poking cubes that make clanking noises until you get, like, 60 bucks at which point you can craft an entire rock that you can ineffectually toss once. There's the tantalizing promise of a 3rd dungeon room with lava in it, but I was unable to access this without noclip and it doesn't appear to contain anything of note. Consistently crashes on first launch. _(Hugues Ross)_
> All you can really do is walk back and forth poking cubes that make clanking noises until you get, like, 60 bucks at which point you can craft **an entire rock** that you can ineffectually toss once. There's the tantalizing promise of a 3rd dungeon room with lava in it, but I was unable to access this without noclip and it doesn't appear to contain anything of note. Consistently crashes on first launch. _(Hugues Ross)_
> Walking around works, that's about it. _(Nathan Salapat/MinetestVideos)_

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# 2021 Minetest Game Jam Post Mortem
_Written by GreenXenith_
What an event! I took some time to rest after that, but now I can give you a proper recap and post mortem of this awesome occasion!
The jam went mostly as expected, with some ups and downs. The ContentDB tag was nearly perfect for collecting entries, there was plenty of time to develop and rate (from what we could tell), and we had a lot of submissions!
However, like with any plan, some things didn't want to cooperate :)
## What didn't go according to plan
### Package Criteria
The ContentDB has specific policies for name rights, dependencies, etc. During the jam these restrictions were loosened slightly or waived in some cases. This was mostly just a hassle. Fortunately afterwards packages can be unapproved until fixed, and the WIP tag exists for a reason :)
### Community Reviews
We spent _a lot_ of time designing the system for submission rating. The final result turned out just fine, but some parts went better than others. ContentDB reviews are not great as a rating system for two reasons:
* Not granular enough. "Yay" or "Nay" is simply not enough information compared to something like a 5-star system.
* Easy to abuse. Whether intentional or not, a few packages got some unfair reviews, both negative and positive.
The review discarding system should have weighted helpfulness higher, and it would have been good to ignore helpfulness ratings from participants. Unfortunately it required real-world testing to figure that out, and we don't have access to all the data we need. Fortunately the weighted judge system smoothed most of the issues. Remember to check out the [detailed statistics](RESULTS.md) if you'd like to see some breakdowns on how the rating went.
### Deadlines
Time is confusing. One of the original UTC times was incorrect, and we had to push out one or two times by a little bit. Fortunately no one had any huge issues with it. It is better to use 23:59, not 00:00. The submission deadline was always intended to be slightly loose, since Ludum Dare even has an extra hour to submit things. But we didn't want to announce anything like that, otherwise people would try to use the hour as regular development time and still be late :)
### Announcements
I'll be honest: I stopped keeping up with the announcements in the data repository after a while. It takes a lot of time and effort to make the announcements on **eight** different platforms. Decentralization is cool and all, but next time I'll be automating it at the very least.
### Outreach
We originally intended to have a few people make some YouTube videos announcing the jam, but that ended up getting pushed aside. Being the first time we've done something of this scale, we didn't want to put too much exposure on it in case it crashed and burned. We did get a good amount of exposure on Twitter/Fosstodon and the chat channels, but that still left many people unaware of the event.
But not everything went awry.
## What went better than expected
### Submissions
26 submissions?! Whaat?! Well, I expected almost that much :) But there were many that expected far less, and needless to say, thats a big number for a community like this. With that many submissions we got a wide spread of game ideas and styles. We even have a few really good ones in there too :P
### Prizes
$720 prize pool?! Whaaaat?! That is an unprecedented amount of money for _many_ game jams, let alone an _open source_ one. Thank you SO MUCH to those that contributed to the pool: **cupOjoseph, Blockhead, MinetestVideos, MisterE, nogajun, and Norojop**.
Prize payouts were successful and went as expected. There were some conversion and international fees involved, but affiliated parties expected it and still got nearly the full amount listed. Fees are an unfortunate side-effect of third-parties, but it is generally safer and easier than other options. We _may_ explore alternatives in the future, but it went well enough this time.
### Response
Everyone got on board! (Ignoring one or two edge cases..) Which is weird for this community. The response from the community was overwhelmingly positive, which is wonderful to see! This is not my first time organizing an event like this, but this is the first of it's size, and seeing the support from you guys is really encouraging. I'd like to thank those that also had a hand in organizing the event: **Benrob0329, ExeVirus, MisterE, rubenwardy, and Warr1024**. I am only one man, they really helped flesh out the system.
### Continuation
People are still working on their games! The best thing we could have hoped for in a jam is games that are born during the event but continue to grow afterward and develop a thriving community! I hope to see many of the games grow and improve a long time from now. And bonus, all the activity seems to have breathed new life into engine development. Stay tuned to see how Minetest grows as well!
So now what?
## What the future looks like
Many people have already expressed interest in doing another jam this year, which is awesome! I had a lot of fun seeing the results of this one, and I hope you had a lot of fun participating! There are still a lot of questions to be answered about the next jam that we'll have to discuss thoroughly later:
* Should it be always be games? Perhaps an engine jam? Or something else entirely?
* Should it have a theme? Or some kind of new challenge?
* If we are going to do this regularly, when will we do it? Personally, I want to do it every 11 or 13 months, that way more people can participate if scheduling conflicts.
### Rating System
While the ContentDB reviews have their issues, there may be ways to fix it. Or, we may create a separate interface for jam ratings. Or maybe the ContentDB review system itself will change! This is a complex problem that will take quite a bit of triage.
### Prizes and Judges
$720 is a lot. In fact, some people were concerned the size of the prize was disproportionate to the amount and quality of submissions. But remember, this is the first time we've done this, so getting people motivated was pretty important :) Now that people know what's up, the participant count might increase. We also may have a stricter prize system.
The judge system worked out well for this jam (even if a few judges cut it pretty close), so that will likely stay. But you may see some new faces next time to shake things up.
### Outreach
Next time we'll likely start announcing earlier, and on more platforms. Hopefully we can reach even more potential participants. We'll also hopefully get some sort of official central site set up for jam information.
## Final Thoughts
I am relieved that this went so well. The amount of activity this spurred and the response from the community was unlike anything I've seen around here for a while. I don't have much else to say. Again, a heartfelt thank you to everyone that helped and participated. I look forward to the next one.
_- GreenXenith_

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Here you will find all relevant information and data for Minetest Game Jams managed by GreenXenith and co.
All content in this repository is under the [MIT license](LICENSE.txt).
All content in this repository is created or written by GreenXenith under the [MIT license](LICENSE.txt) unless otherwise noted.