segfault jam post-mortem


Hey all,

So, segfault is far from being actually done, but I did "finish" it in time for the Try Jam 2, which I pretty much just used as a vehicle to force myself to learn a bit more about RPG Maker. And hey, it worked. By glitching a bunch of assets and throwing them into a game, I learned the following things that aren't taught by the built-in RPG Maker tutorials:

  • Adding custom music
  • Customizing or adding new tilesets, sprites, and icons
  • More advanced enemy AI setup
  • Using Region IDs to manage random encounters
  • Actually deploying a project to multiple OSes and web

And probably more. Overall it was fun.

I think it would have gone better if I had more of a concept at first than "Glitch" and "RPG Maker game", but considering that, it turned out pretty well and I'm working on an update that will address a lot of the feedback I've gotten from players and flesh out the game a bit more.

A somewhat bummer that I had no control over is that the jam didn't see a lot of participation or submissions, however, that's out of my control and it seems the jam was organized by school-age gamedevs on the other side of the world so I hope their next jam in the series goes a lot better in terms of marketing/visibility. Pretty cool that they set one up in the first place, so thanks for that, Try Jam organizers!

Overall I think I'll be more motivated in the future to start on my idea for a longer-form RPG Maker game and will also improve segfault while keeping it small in scope.

Files

segfault-win-1.0.0.zip Play in browser
Jun 07, 2020
segfault-mac-1.0.0.zip 259 MB
Jun 07, 2020
segfault-www-1.0.0.zip Play in browser
Jun 07, 2020

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