Post-Mortem / Timing Breakdown
Hi everyone!
I thought I’d write a bit of a post-mortem for my game, Thievery, but in doing so decided on something a bit different. From my git logs for the game, I have a reasonable record of what happened when (and can take a fair guess at the rest), and thought I’d post it to see if it’s of interest. The stats at the end were interesting for me (:
My game is about helping a thief sneak around and steal gold from houses and pickpocket guards, while avoiding capture by the guards and guard dogs. Note that the times listed below include a fair bit of time spent on “art” – it was definitely programmer art, so nothing too impressive, but it still took time (:
Saturday December 15
02:00 Theme announced; I'd decided to sleep through and find out in the morning 08:00 Woke up; started getting ready and brainstorming at the same time 08:30 Started work on Thievery 09:08 Got a basic loop running, with newly-created background and placeholder player sprite 10:15 Added player movement 12:53 Added dagger shooting, after spend ages on sprite rotation 13:18 Finished lunch 14:13 Put guard & thief images in 14:46 Can now shoot guards with daggers, using rectangle collisions 14:57 Limited player movement to the screen dimensions 15:45 Back from 45 mins jogging 16:39 Added basic stats, plus dying animations for characters 16:49 Added damage animation 18:51 Added houses 19:20 Wrote some basic level loading code 19:40 Finished dinner 20:31 Fixed rectangle collisions (for daggers/houses, etc) 20:58 Added circle collisions (for living/moving things) 21:46 Added chests 23:54 Added looting 00:30 Guards now chase the player when seen 00:56 Guards now hit the player when in range 01:10 Now reports player death, and forces restarting 02:13 Added guard patrol routes
Sunday December 16
08:00 Woke up 08:30 Back to work 10:03 Guards now move around obstacles, instead of getting stuck 10:23 Added pausing 11:07 Guards now can't see through houses 12:39 Added basic events system and character chatter 13:40 Back from an hour at the gym 14:00 Finished lunch 15:48 Added more events with chatter, and a win screen 16:48 Added guard vision cones 18:00 Back from meeting friends for 45 minutes 18:20 Guard vision cones now turn red when chasing 19:32 Added better level data 19:50 Guards can now only see forwards 20:00 Finished dinner 21:09 Added intro screen 21:15 Guards can now see at 90 degrees at close range 22:09 Added guard dogs 22:35 Added Pickpocketing 00:07 Added sounds, including triggering from events 00:49 Added music - main and win screen 01:30 Windows build fixes: paths, extra keys 01:49 Added guard alerts 01:58 Submitted Linux version 02:00 Deadline for development (start of submission hour) 02:06 Submitted Windows version
Overall totals:
- Programming: 25 hrs 30 min
- Art: 3 hrs 45 min
- Level and other content design: 1 hr 35 min
- Sounds: 45 min
- Music: 30 min
- Breaks, etc: 4 hrs 30 min
- Sleep: 11 hrs 45 min (+2 hours before LD25 started)
Final points
- Most fun thing to put in: guard and thief chatter (I couldn’t be too inventive given my tiredness, but it was still satisfying)
- Next thing I would’ve done if I had time: given the player a way to hide from guards to get away
- Thing to do for next time: get better at art (;
- Thing that I wasted the most time on: sprite rotations (got confused about centre-relative vs corner-relative, rotation angles and units, etc)
I had a great time creating this game. I’m glad that many of you have had a play and enjoyed it, and hope you all enjoyed yourselves making your own games as well (: Good luck to all in the voting!
Tags: postmortem
