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The Last Adventurer postmortem #1 – process

Posted by
December 19th, 2011 11:52 pm

[ Play the game ]

I’d call this one a success!

Good:

  • Game is finished, with a lot of content (for me): five playable characters, three spells, three bosses with different behaviors, an upgrade system!
  • I was dedicated. I slept about 3 hours per night and spent almost every waking hour on the game.
  • Game runs (relatively) smoothly. Given how little I optimized, and how many graphical tricks I used, I think 20-30fps is pretty good.
  • I’m getting the hang of Javascript.
  • HTML5 canvas turned out to have a lot of relevant useful features
  • Really pleased with how the boss of level 4 turned out (and I got in a Wayne’s World reference)
  • Really pleased with how the rotating gameplay area turned out
  • Happy with the graphics, sound, and character design for the most part
  • Deploying to web turned out to be pretty easy. I’m very happy to have my first web-based LD game

Bad:

  • I get so engaged with my game during the competition that I have trouble joining the community. I’ll have to make up for it now that it’s over.
  • Navigating an isometric layout is a tricky problem
  • Had to leave out in-game instructions
  • I wish I had more engaging gameplay, but it’s fine for what it is
  • Had to leave out storyline (which is fine because it was too depressing)
  • Sprites are cut way down from my original idea, surprising no one
  • Had to develop in Firefox because of how Chrome handles trusted domains on local filesystems

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