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Lone Survivor – Post Mortem

Posted by
December 19th, 2011 6:07 pm

I submitted my game, and finally have it a title: Lone Survivor. Link here: http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=7488

So, I’m going to evaluate what went right and wrong now. My wrong list is going to be waaaaay longer than my right.

What went right

- Code ideas! While making this I thought up some great ideas for code, and even separated my QuadTree code into a separate library to use in later projects. I also thought of some nicer ways to handle physics than I’ve traditionally done, which is also going to help me with some later projects.

- Development speed. Since I was using C#, the compile time was minimal, making testing a breeze. C# is also a fairly quick language to develop in.

- My interpretation of the theme. I disliked the theme chosen, it was one of the few I -1′d, but I had to work with it anyways. So I interpreted it in my own way :P

What went wrong

- Absolutely everything else. Everything else was a disaster. My art was poor, and my game lacks animations because I didn’t feel like making or learning an animation library for XNA. Before I start next time I’ll make sure I do that. I also lack background music, even though I have some sound effects here and there. I was pressed on time towards the end, so I ignored adding new features and aimed to just finish the game up, because I wanted to submit something.

So all in all, I had a wonderful, gained a lot of experience, and felt the wondrous feeling of finally ‘completing’ a game. All in 72 hours. Amazing how time can fly by so fast.

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