GameJam
Fukushima & Faust Game Jam 2016 Thoughts

This was my first Game Jam. Working with other developers under a severe time limit was a rare chance to experience the full arc of making a game from scratch: concept, planning, division of labor, implementation, testing, and release.
Fukushima & Faust Game Jam Official Website
What is a Game Jam?
A Game Jam is a short game development event. Participants form teams, often with people they do not know, and build a game around a specific theme within a fixed time limit.
Experience
This was my first Game Jam. I worked as a programmer and handled architecture, game flow, integration, guidance, and player interaction. The biggest takeaway was not a specific technique, but the pressure and energy of making something playable in two days.
Two days is brutally short. Everyone has to discuss quickly, defend ideas clearly, and still keep building. Some teams even worked through the night to polish their entries. A normal game can take months or years; a Game Jam compresses concept, planning, production, testing, and release into a weekend. That compression exposes how game development actually works, without the luxury of pretending process will save you.
It is also a good place to meet people from the game industry and practice communication, technical decision-making, leadership, and integration under pressure. If you have the chance, it is worth doing at least once.
Team name
Only One Mac
Game name
B x G no F
Game type
Dating and friendship simulation
Team members
Planning
- All members
Art
Programming
Game concept
The event started around 10 AM. The theme was “Distance”. By around 1 PM on the first day, we had settled on the game concept.
We started with open-ended brainstorming in Google Docs. Everyone wrote down ideas, then we combined the ones that pointed in a similar emotional direction. The final concept was to turn the abstract idea of making friends into a simulation: the player places boys and girls into the scene, AI controls their random movement, and successful pairings happen when conditions line up.
To add difficulty and texture, we added an obstacle character who interferes with both sides. The point was to express the awkward distance between people. Reality is cruel; wake up, you do not have a girlfriend.
Alpha version
Members began to divide the work and implement the game, and released the Alpha version at around 8 pm. The completed functions are as follows Art
- game scene
- character proportions
- Character front and side view drafts
- Character head and body modeling
program
- Role (boy and girl) Output
- Data layer creation
- Character (boy and girl) mouse interaction behavior
- Character AI moves randomly
- The character AI moves towards the other side when they meet each other’s eyes.
- Connect electric effects when pairing is successful

Prototype screen.
Final release
The final version was released around 3 PM the next day. Completed work:
Art
- role model
- character action
- game scene lighting
- Game scene effects
- game particle effects
Programming
- Character (fat house) mouse interaction behavior
- character action
- Character update model
- Main scene UI animation
- Experience mode
- Fat house interrupts when character AI makes eye contact
- score database
- Score Processing Server
- Settlement scenario
- Ranking scene
- Scene flow
Game screenshots





Game link
http://gamejolt.com/games/bgf/171627
FGJ link
http://fgj.igda.jp/dokuwiki/doku.php?id=team:taipeiiii_e
Attribution
Please credit ARKAI Studio and link back to this article when quoting or reposting.