First gif

This is probably the most difficult ludum dare I’ve had. First, it was my first time using unity in a game jam and second, I’ve added AI to the mechanics which I had never thought how time consuming it was. I added a* pathfinding and a stack command system for the npcs.

My thoughts about Unity

I love how I am not tinkering with the low level stuff anymore like memory and null pointers because my past two games were all done in SFML/C++. I was spending more time with the game mechanics this time. But don’t get me wrong, I had lots of fun with SFML/C++ as well.

For example, I miss how I can easily put a breakpoint then step and continue in xcode. But I think that can be done in MonoDevelop? I’m using SublimeText so I don’t know, but anyway I went fine without any breakpoints.

What really saved me some time in unity are the scenes. I remember spending too much time writing the deconstructors when doing the GameOver routine. I need to release the memory So I may restart playing the game again. And I always suck at releasing memory in C++.

Comments

Jed T.
07. Dec 2014 · 12:56 UTC
Thanks! dysoco, I know I should have put more effort in learning smart pointers. I remember studying and practicing their syntax. But from what I remember, the most problematic part for me was when these smart pointers were used in a container like std::vector and I tried to release these pointers within the game loop and the game was still running. so that’s where the null pointer comes from for me.
07. Dec 2014 · 13:17 UTC
You can do stepping with mono develop – you have to attach it to the running unity process first. Mono Develop sucks baawwwls though.