Adrift post-mortem
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My comp entry went in last night: Adrift
So I guess it’s time to write a little about how it went.
The not so good:
– I was coding in Java using the LibGDX framework, which worked really well. Unfortunately there are parts of libGDX with little documentation, so I was frequently ducking into the source to try and work out how to get it to do what I wanted.
– I had plans for a much more elaborate game with more graphics, more levels etc but as is the case with this, ran out of time. I think I spent too much time on the menus and other screens whereas the game should probably have come first.
– Why can I never get up when my alarm goes off?
The better:
– Sound effects were much easier to add than I had expected. Setting and remembering volume was a bit fiddly though, and making the sound I wanted in sfxr was time consuming although quite good fun.
– I actually finished a game! Usually I get caught up in trying to optimise everything as I go along, but for this I was forced to just get on with making the game. This does of course mean performance is hit slightly. I was only getting about 20 to 30 FPS on my old laptop, but more modern machines should cope better.
– I stole a second monitor from my sister after about 12 hours. Wow did it make everything easier. But now I have to give it back.
– libGDX meant I could get a dekstop and applet version of my game made easily at the same time. I also have an Android version, but I have no idea how/if the controls work, what the performance is like, or what it looks like. I also have no way of testing it, so decided not to release the .apk file.
(I did have it running in android-x86 in a virtual machine, but that was really slow).
Now to sort out my sleep patterns and retrain my fingers not to press Ctrl+s all the time.




