Devlog day 4
Burnout. If you want to create a game in a team, then you will definitely encounter such a phenomenon as burnout. A very important topic, because often we do not even understand what we have. At previous jams, I constantly saw how burnout occurred in guys. Distinctive signs of burnout:
- The person begins to withdraw into himself
- The person is poorly approachable
- The person says that he feels bad, but does not know why
Burnout can have many reasons, but I will highlight only those that I have encountered myself and their solution:
- Too much work for the employee (If you have loaded a person with too much work, this can sow doubt in his abilities) ---> Solution: First of all, you need to show the person a list of all the tasks, if he has doubts, you will immediately understand this, by his hesitant speech. But it happens that a person is overly confident in himself and does not overestimate his strength. In any case, divide these tasks by days and look at the person's work. If he does not have time to do the work or does it poorly, then you just need to reduce the number of tasks, yes, you will do less per jam, but you will have time for maneuver at the very beginning and then you are guaranteed to bring your game to release.
- Your employee is doing a task that is too difficult for him, which he has not encountered before (In any project, there will be difficulties and tasks that you have not encountered before) ---> Solution: The easiest way is to refuse a difficult task. Another option is to change the task and simplify it. Also, if you saw a solution to some problem in other games on Jam, do not hesitate to ask the guys for advice. - Team atmosphere (If you are constantly arguing, but do not find compromises with your comrades, then tension may loom in the team) ---> Solution: You need to keep your fingers on the pulse all the time, if conflict situations occur, then you need to immediately resolve them
- Jam plan (If you do not have a clear plan for the jam, then this can cause insecurity in the team, they do not know what will happen next, and uncertainty scares people) ---> Solution: I always try to make a plan at the beginning of the jam. In the end, it always changes, but when you give a clear plan for the jam, the guys feel much more confident.
What about the game:
Drew objects for the environment of the third location, the floor and walls of the third location, the animation of the main character's attack, started background music for the second location, sound for the cutscene, Started making mechanics with Stamina and Stats.
06/23/2025
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The Parasite
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