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Colonial Age: Post mortem

Posted by (twitter: @Stoney_FD)
December 14th, 2009 3:17 am

The Good
- This is the first time I’ve been using OpenGL and SDL for something that is more than just a techdemo and I have to say the transition from plain SDL to SDL + OpenGL went quite smoothly
- The core gameplay elements made it into the game
- This is the first time I’ve been using Lua for scripting in a game. I wanted to use Lua more extensively, but it’s just a small part now, still I’m quite pleased with that element and how that went without any problems along the way
- Graphics and music are mostly how I imagined it, I also made some sounds with SFXR, but those didn’t make in the final game
- Basic AI: That’s really awesome, it was implemented like 30 minutes before deadline and it’s great that it works

The Bad
- I almost slept 24 hours of the time (my alarm was not working) and was too tired from staying up so late to get up early
- There was generelly a lack of time, for example, there were some things to be done for college and I discovered Mass Effect, which was a really bad idea to double-click the Mass Effect icon, it was time-consuming and took a lot of will power to exit the game and get back to coding
- I almost went with Unity instead of my own framework and the decision took a few hours
- There were some issues with my camera, that’s why there aren’t any deskphotos or foodphotos from me
- Since I’ve been using SDL + OpenGL for the first time for a real game that has actually been finished, some parts of my framework are still in its infancy (espacially the texture loader routines), that’s why there are some problems with washed-out textures and memory leaks

I’ve uploaded the linux port and there’s now a gameplay video on youtube. The timelapse video is coming, don’t worry.

Now I’m looking forward to try everyone’s entries. :)

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