Moons of Subterrane : Post Mortem
The dust has barely settled, but I’m throwing up a post mortem anyway…
Moons of Subterrane was interesting in that for the most part, nothing went wrong.
I had been feeling a bit ill and stuff, so didn’t do the full 48hr run, I perhaps did 24hrs instead…
So in keeping with my previous post-mortems, the good, bad and ugly –
The Good:
As said, nothing really went wrong during the work I did.
Adding things was really easy due to the way I had set it up – albeit slightly convoluted in that maps and enemies/stations are in different files.
The system kinda worked like a database to that effect… where each room was designed in a text editor and given a room number, and the map just referenced the room numbers. All data was loaded in on level load ( which can cause a pause or two )
Enemy spawners and flight paths were relatively easy to add as well.
Seeing as I did miniLD11 with Little Quirks ( which I’ve still been working on ) I was a lot more confident with the engine and how things worked, or should work, which was probably how I managed so well this time 
The Bad:
Again, I didn’t really factor much time in for sounds.. and a ZX Spectrum could beat the sounds I did!
Testing was quite tricky as well, as the levels can be quite involving.
Also, no animations… so everything’s a static sprite – doesn’t look quite so good as it could’ve been but then, I’m no artist!
The Ugly:
The submission phase… heh… I buggered this up spectacularly and only just realised after I got a comment stating it was far too fast.
The game was coded primarily on a Linux box, and I had a Windows laptop setup to do win32 builds on. I tested and built the correct binary, but somehow transferred an older binary to my Linux box when packing things up. Same thing happened with the Dingoo and Wiz builds ( they should work but just not have input, instead they crash due to other factors which I fixed this morning. )
Now, I have updated my entry with a fixed exe to download.. but this is tricky though as my original submission does have a broken exe – HOWEVER, and here’s the fun bit.. I included full source in that package and if you were to compile an exe from that source, you’d get the correct working version!
Also, I did put up various versions on my site, as I had some other people who were testing my game throughout the duration on Windows for me.
You can find them all here:
http://www.stuckiegamez.co.uk/gamez/ludumdare/ld15/
(The submitted package is: MoonsOfSubterrane-LD15.7z and the Win32 fix is: SGZ2D.exe)
You’ll see that the exe in hour 44 does infact work at the correct pace ( without sound.. though the sound is so dire and you’ll be probably turning it off anyway ), and you can check the source in the submitted package: specifically line 132 onwards (the updateInterfaces function) in Source/code/engine/CInterpret.cpp – there lies the nasty hacky SDL specific framelimit code – which obviously isn’t active in the submitted exe.
Also… KATE on Linux seems to do stuff to the files it edits, as on Windows they seem to have extra blank lines between every normal line.. hmm..
So yea, although nothing technically went wrong during the competition, and I was surprised at that, I managed to bugger up the submission in spectacular style, instead! Woo!