Byte Vs. GNOME — Post-Mortem
This was a fun experience. Tiring, but fun. I originally entered to warm up for Pyweek, but I found it very fun, and will certainly enter in the next one. (And probably some Mini-LDs
)
That said, I dreamed too big, and wasted alot of time.
I stuck with something I knew I could do for my core mechanics, however. In the end, I didn’t have time to put in terrain optimizations (Well, okay, I didn’t have the willpower), and my random world generator became to troublesome for the time-frame.
I’ve discovered a love for both C++ and top-down shooters this weekend, however. I certainly enjoy working with both, and will continue to do so.
Overall, it’s a game. It’s kinda fun, and has something of a challenge to it.
It’s not what I planned, but I’m happy with it.
What Went Right:
- I stuck to a set of mechanics I knew I could implement
- I used collision logic that I was familiar with
- I paid close attention to my pointers
- I decided to farm out request a Windows port from the community, in the topic PoV put up
- I never gave up. This was a first for me in a game development compo. Not having enough time to helped, though.
What Went Wrong:
- I was too ambitious for my lack of familiarity with my IDE, the language I used, and the library I used.
- I assumed I knew where the several segfault bugs I ran into were coming from, only to discover that the cause was something very simple that I’d overlooked.
- I had to hit the code with a hammer in a few places, and it shows.
- I underestimated the complexity of a random world generator, and didn’t leave anywhere near enough time for it.
I’m happy, though. I made a game in 48 hours. In C++. And straight SDL.
This has been the most fun I’ve had in some time! I look forward to the next one!
Here’s to having a good time, even when we don’t succeed.
—Mr. Dude