One more bit of preparation: I've started thinking out a rough plan for my use of the competition days. (I think that I recall doing this last year, too.)
As in the previous two competitions, I intend to use six of the seven allotted days. My outline, at present, is then this:
Day 1: Concept.
- If I develop a concept early enough, I'll likely start in on implementation. There's risk in this--I find that concepts benefit from being given time for issues and refinements to be revealed--but I'm dubious of my ability to sit in contemplation all day, and time is short in this competition.
Days 2-4: Implementation
- At this stage I intend to use whatever art I have lying around, with only minor modifications, if any. Some of this might remain in the final version, some of it may be replaced later.
- I intend to release prototypes as I go, ideally one per day--feedback on these can be invaluable, I believe!
- Depending on how things go, I might implement basic sounds and music-handling during this period, using sounds and music that I already have lying around. This might result in an easier "sound and music" day (see below).
Day 5: Sound and Music/Ambient Sounds
Day 6: Polish and Final Art
- It's at this point that I intend to replace any art that wants for replacing.
- If I'm running behind, this is the day that's most likely to be sacrificed.
This is why you should also seek outside play testers(family, and friends are a good resource if you can have them spare a few minutes) to ensure your on the right path, and not blinding yourself to making something that might not be all that fun, or needs work to polish off some of the unfun mechanics.
True, perhaps--but this wouldn't really answer my concern, I feel. For example, if a judge holds that visual novels are inherently poor in gameplay, then my testers enjoying a visual novel prototype wouldn't be a useful indicator.
However, if there are none such genres, then I'm glad. ^_^