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"Heist Ahoy!", here we go

Kuva
Heist Ahoy, here we go  to the Pocket Quest ! This is already my third blog (here's the second ) text about the process and the progress of making mini TTRPG during the Pocket Quest 2024 jam. Pocket Quest is a thematic game development jam. This year's theme is "Heists!". And yes, I call my quirky little game Heist Ahoy!  On the official information material of Pocket Quest 2024, there are some suggestions for different kinds of heists to be used in the game you're making. I copy pasted at least some of it to my own sketch text file. Here's the list I used to make my brain go buzz buzz: " Pocket Quest jam in DriveThru Reverse heist:  Try to get out of a maze or challenging location Classic heist: Plan the perfect heist to get a prized possession Literal heist: Steal someone’s heart or memories Failed heist: All things go to plan until it doesn’t Detective Work: You’re trying to track down capers, and the...

More about my work process in Pocket Quest 2024 jam

Kuva
 Hello You game makers, game readers, game jammers and  gamers!  In my earlier blog post , I told you about the Pocket Quest jam, and shared some real material I used to sketch the mainframe of my game. This time I shall be sharing more material on the progress of making a game for the jam. When I made the first sketch of the important parts of the island and the town, it was a major moment. The moment that broke the barriers and let me open my mind to creative mind-storming. This kind of mind mapping and listing of things, helps me to think better about the things I am making. What are the important elements? Is there something missing? Is there something too much? Usually thinking of the main places and the most important faces, helps me to get my engine whirring. Oftentimes, at that point, I don't think the wording or are the ideas worth it, I just list usable things. Things that feel and sound right. Right for the atmosphere. And that is what I shared in the earlier b...