LD31 Jam Postmortem
So with 4 hours remaining and an estimated 8 to 12 hours of coding to get something worthy of submission, I am out. Here’s my postmortem.
1.) Totally lost interest on Saturday, which caused me to be a day behind. I got frustrated with trying to create the art for the game. Didn’t regain interest until Sunday afternoon. So a good 10 to 12 hours lost.
2.) Trying to create art before game play. I think a big mistake is getting caught up in the frustration of trying to create art for the game before working out the game play.
3.) Know your tools! So I keep jumping from one set of tools to the other. My first LD, I used AS with Flixel. I believe the last LD, I was using Java with LWJGL. This time I used AS with FlashPunk. Though I didn’t have much trouble with FlashPunk, I got caught up in trying to create elaborate code for things that were much simply handled by the library.
4.) Scale back features. I don’t think this was a big problem for me this time, however, looking at what I had to complete – a scoreboard, A* Pathfinding, a tiling system, and intro and end screens, and various other tweaks, I didn’t have enough time. These things were important to the game itself.
5.) Quite proud of these. First, after my initial frustration with art – I finally came up with some things that I liked. I implemented a timer based spawner, where the number of spawns were directly proportional to game elapsed time. I had a little trouble with how collisions should be implemented but finally figured that out.
For next LD
1.) Prototype gameplay with basic rects.
2.) Find a graphic artist and/or sound designer to pair up with for graphics and sound/music.
3.) Implement a level system.
I believe that I will finish this game and post it to my website later in the week.