CT Community Evening - 28 August 2019
This event happens monthly, is free to attend, and anyone may speak at the meetup - just comment beneath to let us know! This is for anyone and everyone interested in making games of any shape, size or type. Come join us!
Test games! Talk games! Make games!
When: 18:30 until around 21:30, Last Wednesday of the month
Where: Bandwidth Barn - 68 Albert Rd, Woodstock, Cape Town, 7925
If you have a demo you want played, bring a station on which people can play it, and set it up before the meetup begins!
Agenda
- 6:30 - 7:00 - Meet and greet
- Rapid fire intros (10 min)
- Community News (5 min)
Talks - 2 x 20 min slots
-Quick wins for prototype audio? Discussion?
- Marketing your project yourself, now what. -Discussion?
Focused Feedback - 2 x 10 min slots
-Monks - Nick
- The next Team Lazer Beam thing
Open Demo Floor
The event page on Facebook
If you'd like to give a talk or show something to get feedback, please post below!
Comments
If anyone can think of someone with particular insight in this space, consider approaching them for a talk.
Or maybe, if we can't find someone with the capacity, we get together and have a chat about our individual experiences in the field, what worked and what didn't. Maybe we take up one of the talk slots with a panel or a room discussion.
Thoughts?
I'd like to book a focused feedback slot for the next meetup.
Does it have a name?
But when it comes to audio, I don't know what the parts are for creating a mood. I know how to write music (from classical music theory), but I don't know what the bare-bones stuff is in game audio -- if I'm pressed for time in a jam, what's fine to leave out? What's important to focus on?
At the moment, I end up just thinking of a soundtrack from a movie or game that has the feel that I'm after, and play that in the background while I have people playing my jam game. That works quite well for me personally, but I feel like I'm doing that to make up for my poor knowledge.
If someone would be open to it, I'd love to hear a talk about what parts of a game's soundscape are important to focus on when creating mood. What are easy things to pay attention to that get you 80% of the way there? What's the best use of one's time?
Also, if anyone is interested, I have been experimenting with vehicle physics, specifically trying to make arcade-y feeling cars and would be keen to talk about the process I have gone through and what I have learned on the way.
I am currently formalising what I have learned/made into a project that I will be releasing on github soon.
Would've been nice to be able to attend without qualms.
While I shall try for next time, I hope you guys have a great time!
I'd be happy to offer my perspective on marketing, but it'll mostly be a perspective on what doesn't work ;D
Will put in new batteries and come set up.
Update: Just got a new laptop. But still trying to complete the aspect of the prototype I wanted to test, bit behind.