Post-Mortem
Hey people! Hope you’re all enjoying playing the LD game entries.
Here are a few notes from me about the ups and downs of the making of my game. First, here’s a screen shot of the dev process: (the same one I posted before, but many won’t have seen it)
The game didn’t actually change much from that semi-complete version, as at that stage I hadn’t put the collisions in – and those are pretty important (;
What Went Right:
- Generally the shooty style seemed to work pretty well, and seemed a good choice for something to get done very quickly from scratch with no framework code.
- The asteroid turned out pretty well. The maths to work with it weren’t too bad – mostly just basic trig – and the fading was an interesting addition.
- Art: actually went OK given that I’m very much a programmer (: Maybe I should’ve called the asteroid a “moon”, though, as it does look more like one.
- SFX & music: BFXR and Autotracker-bu are awesome. Thank you again, increpare and GreaseMonkey. Music-wise, I would’ve written my own given time, but had nowhere near enough.
- Stuff that I crammed in using only about three hours in total: the menu, music, sound effects, spaceman rescuing, and level progression. It wasn’t revolutionary, but all together added a lot to the experience, I reckon – particularly given that without spaceman rescuing I would’ve had to rename the game (;
What Went Wrong:
- Frame rate jerkiness. Holy cow. I lost seven hours to fixing that up, as I took ages to figure out which of loads of potential issues was causing it. Trust me when I say you would’ve found it pretty annoying had I not fixed it, but if I’d sorted it straight away, I would’ve got a lot more gameplay in.
- Linux bundling. Pyinstaller is very good, but it didn’t need to put in libasound.so.2, and the oddities with this library (it has a dependency with a hardcoded path that varies between distributions!) meant that most (if not all) Linux users couldn’t run it first go. I should’ve tested this on other machines, but was too tired, and foolishly just crossed my fingers rather than checking. (Note for anyone interested: removing that library fixes the problem)
What I Really Wanted To Add But Didn’t Have Time:
- Zooming out for when the player went off screen, or adding arrows to point back (a lot of people mentioned this when reviewing)
- Multiple asteroids; more enemy types; destroying the asteroids; power ups; etc (had loads of ideas here)
Other Points:
- The control scheme could’ve used a bit of tweaking, but I was reasonably happy with it. Reviews varied – everyone’s preferences are different – but to me it was at least pretty playable.
Check it out here if you get a chance:
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11560
Thanks to everyone for the feedback, good and bad – anything constructive is useful.
Cheers all. I’m looking forward to the next one already! (:
