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Spacexplorer: Post-mortem

Posted by (twitter: @pythong)
December 14th, 2009 8:54 pm

Pro:

- Even though I wasn’t planning to take part, I still did and don’t regret it

- Managed to create a new game!

- LD is always kinda fun, and coding with Gosu is allowing to code in Ruby very fast

- Created a shooting game with a lot of enemy fire. And the flower effects went surprisingly well

- very happy that the radar worked correctly!

rubyw 2009-12-15 12-44-28-71

Contra:

- when I was creating sound effects, they didn’t sound right and I took them out again. That was lost time. should have made bgm instead

- shouldn’t have made the enemies’ movement “random” :D . So some of them are having flowers, others don’t

- i know, the shootings are kinda crazy, but they aren’t crazy enough! ^^ should have been MUCH more

- i didn’t wanted to use wingdings as enemies, but, you know, no time and such. i also wanted to have them animated, but that would have taken even more time

- there’s a big performance problem if you get to the end. Reminder for myself: don’t make the collision calculations in the laser shots if you create around 360 every second, lasting for at least 10 seconds each

- i also wanted to add a possibility to move left and right, but having the calculations in euclidic dimensions crashed my brain at hour 42 :D

So, this LD was a nice experience again! To all alpha-testers and fellow programmers: have fun!

One Response to “Spacexplorer: Post-mortem”

  1. 5parrowhawk says:

    Ooh, lots of bullets. Will have to remember to try this one.

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