Piracy: To Yarr and Beyond Postmortem
So yeah. Here’s what went right and wrong about the project. The biggest event overall was when I ultimately ditched XNA for unity due to compatibility problems. Specifically, we wanted to compile to web, as we felt the most people would prefer to not have to download a thing. We probably could have gotten away with XNA, but I don’t think our game would have turned out as well in general. There were a bunch of features that we probably could have implemented had we started with Unity, but oh well. We completed our game, and that’s good enough for me, at least for the first time. next time, we’ll be in it to win it!
Right:
We managed to get a working game, and it was actually quite a bit of fun.All of our 2d art ended up working really well as reference when we moved to 3d.
The sound came out great. The music was really strong, as was most of the sound effects.
Wrong:We shouldn’t have changed engines halfway through, that was a big mistake.
We should have spent more time before the competition learning how the engine(either one) works.
Flash somehow had a weird bug which wouldn’t flag certain booleans, causing some strange crashes.
Features we wanted to implement:The ability to tractor civilian ships to your base for money
The ability to upgrade your ship with extra turrets
The ability to destroy military bases for reputation, and civilian bases for money
Reputation was supposed to get you more minions, which would repair your base
The military was going to be able to destroy your base.
There was supposed to be a really nice starfield effect, which never happened, sadly.