Over at playcanvas, they run game compotetions where they give you one or two assets which you HAD to use in some way. Some were rigged/animated/scripted, and others were just models. This would be a lot less effort than doing an asset pack, but it does mean that all of the games are generally very similar (particularly if one of the assets had logic associated with it).
Iāll throw in my $0.02
The hardest part of a BGMC is ā¦ planning and time management. If you spend the first day developing a solid plan for the rest of the week (develop a schedule, figure out how much time you have available, figure out the structure of your game etc.) then the development is generally a lot easier, and you will often figure out how much you have to cut the scope early on, rather than trying to cut the scope half-way through. For example, in my BGMC entry āCrystal Minersā there was something like 10-15 hours of discussion with a friend (in other words, planning) that went into that game between when the contest theme was announced and when the contest actually started. This meant that when the contest started, I knew exactly what we were making, and approximately how long I could budget for each task. It also meant that we threw out the idea of lava pits, human units and a whole host of other things, because we realised just how big the original idea was. As a result, there was very little wasted time on features that never made it into the game.
While I cannot see a way to get people to do it for BGMCās, planning is a developers most powerful asset for time-limited (ie all) game development.
My suggested timeline for development in a BGMC:
Day 1) Planning and prototyping. Then throw out the prototypes.
Day 2) Game play basics - 90% of the gameplay functionality should be done by the end of this day.
Day 3) Game play finishing - 99% of the gameplay should be done by the end of this day.
Day 4) Asset making. All assets should be made by the end of this day
Day 5 - 7) Feedback, tweaking and testing.
Generally day3 and day4 get mixed and matched, a couple of assets on day 3, a little code on day 4.
Proof this works:
Cave Fly - won BGMC18, 90% done in the first two days
Crystal Minors - won BGMC21, 90% done in first three days
The BGMC entries I did that didnāt follow this (or a similar) timeline didnāt get more than a couple of votes. (The exception is Skypilot from BGMC7 (came second) when BGMC was a weekend contest, which obviously didnāt use this timeline).
Also anyone interested in a ādesign a board/card game challengeā? I wanna do that someday too.
Iām keen! A friend and I are making a physical board game that I should computer-ify, and then thereās also geodesic chess that I am currently working on in BGEā¦