What went well
- We created a lot of art assets that we really like
- We came up with a cute game idea (vampire boy searching for teddybears in scary vampire castle), despite the challenging theme
- We even created some sound effects, although they are not in the game yet
What did not go so well
- Map creation and tile engine – we initially used Tiled for map editing, but had problems with implementing game physics on the loaded map data (some of our tiles are large (256*256), while others are smaller, which caused headaches). Eventually we wrote a tile engine and game physics from scratch, with some map generation code, but by then there was not enough time to finish the game.
- Not enough time to actually get to implementing the game logic..
What we will do differently next time
- Use an existing tile engine, or write basecode for one before the competition starts. There is enough work in game-specific code, no point in re-writing tile engines for each competition.
- Map creation in Tiled was straightforward, but time-consuming. We are trying out programmatic map generation from python now.
- Get a simple playable game asap, afterwards add more features and graphics.
Finally, a part of a room in the big scary vampire castle: