Urth on android
After a process which was longer than it needed to be I’ve finished up a first installment of the post-compo Urth(for android only at the moment). And it works. Let’s have a look at lessons learned:
- never EVER hardcode menus ever again
- good coding practices aren’t necessarily compatible across programming languages
- having a deadline positively influences productivity
- next time use a real font and not gimp+a tablet
- some things just aren’t meant for 3D and fancy lighting
- reduced processor load
- improved the gui so it doesn’t look like it’s held together with duct tape and chewing gum
- replaced difficulty cliff with difficulty curve

Main menu: Merged two buttons and added a new one

The level menu now matches the main menu and has pagination

A sneak preview of one of the new levels
Tags: android, postmortem, progress, screenshot
Awesome work. Did you code it as a native app, or is it built in flash?
I know this is probably short-lived but I’m currently AT THE TOP OF THE LEADERBOARD…
that is all…
A little bit of neither actually
The compo coding was done in processing(.org) which eventually gets turned into java, then I did some extensive tweaking and flipped the android button. In short it runs like a typical android app, but doesn’t function like one if that makes sense.
It’s refreshing to see that people can beat me at my own game
Would you like this post-mortem to show up in indie(Magazine); Issue #15?
If it’s not too late sure
Sorry, it was too late. ): Just saw your message via Twitter, sorry about that. We could always do something else instead in Issue #16, which is coming out in two weeks!
-Bret Hudson