WeatherTower post-mortem
Postmortem:
So I feel fairly recovered from the weekend. I’ve played and reviewed a handful of the entries, and I’m pretty impressed by a lot of them. So, here are my postmortem thoughts on the whole deal.
The General Could-Do-Better’s:
I had spent about a week in the month prior to the compo dusting off my aging C skills in preparation. I should have spent more; once I got past doing the familiar my speed dropped considerably, and I lost a lot of Sunday to frustration.
Better sleep strategy. I got a decent 7 hours friday night, but saturday night was only about 6. Since I was extra-tired from coding all day, that 6 hours was not enough. Next time I should try for a little less sleep friday night, and MORE sleep saturday night, to refresh.
I had no food on-hand. Although most food places are very near the apartment, it still ate up two hours or so over the course of the weekend. I was planning on going to the store before the compo, but didn’t get the chance.
Game CDB’s:
I didn’t have a clear goal for my game. I knew what elements I wanted to incorporate, but not to what purpose. I was aware of this the whole time, but I did not get to a point where I decided it was definitely a problem until it was too late to go with my backup plan. The result was an unfortunate deviation from my personal goal of Keep It Simple.
Sound. I lost a lot of motivation by sunday and just didn’t have the desire to add sound or music. I made a few effects that even shipped with the package, but are unused. Next time I’ll put some more early focus on this.
More Feedback.
I spent time making different states of decay for the towns, but not stages of growth/decay for forests, farms, barrens and clouds. This would not have taken much extra time, and is a complete product of my laziness.
General Feel-Pretty-Good’s:
I had a lot of good prep-work done beforehand. I had a project backup system in place, a framework for the basic allegro system, Makefiles prepared, etc. This helped me focus on the GAME at the start rather than the tedious bookkeeping stuff.
I did manage to stay very focused for the majority of Saturday, which I’m proud of. Watching my timelapse I realize how few breaks I took during that first 24 hours. A+
I Actually Finished. This is big.
Game FPG’s:
My graphics came out a lot better than I was expecting. They had a definite old-school PC RPG feel to them, like Ultima4 or 5. My Tower graphic is pretty rawkin’, and a definite highlight IMO.
After taking a day away from it and playing it again today, I feel that the overall concept has potential, if I get more concrete on goals. I actually had some fun playing it and trying to protect a town for as long as possible. I may revisit this concept in some form down the road.
All in all, an enjoyable experience. It definitely gave me the urge to make another game. That’s pretty cool!
Tags: postmortem