My Post-Mortem Summarry
Yeah , it is comming kinda late . I will also do the ” post-mortem ” release of the game in a polished engine .
It was kinda fun for the first time . First porting the menu engine I made for window designs into a game engine BEFORE the compo , then reach it in . Then all the graphics , level designing – or better the fails of it – and collision fails .
What went right
- Graphics -
These were easy to do , even were fun to do . Even if the spikes were unuseable later on .
- Sounds -
SFXR was my best friend . Even if there were background music loops , I could not loop them with the release of my engine I had there .
- Concept / Idea -
Even if there was no real concept / idea , I had one in a fast time . Even when the theme wasn’t fitting pretty well , I made it as well as I could . See ” What went wrong > Level Generator ” for some info .
What went wrong / horribly wrong
- Java and Eclipse -
They both made jokes out of me … not really , but I had weird BSODs hunting me when porting the game into JRE6 . The current engine version uses JRE6 natively now .
- Level Generator -
Nothing went more wrong than that one . I had planned levels , but the bmp format was too inconvinient . ” TilED ” support ? Nope – as long as I had that version of the engine . The post-mortem release will have even custom level support for sharing levels . So what to do ? The level generator came in – and it just created noise of blocks . So I had to move into jam for fixing the generator to make mazes . The first of many tests went wrong . Then it made better mazes . The size was dependent : I had a size of 1024×1024 pixels before , now it’s smaller . This gives the ” tiny world ” feeling .
- Collisions -
Collisions were mainly the engine part not working properly . They went sooo wrong that you stick on the wall or get stuck easily . I have rewamped them with per-pixel-collision checkings in the new engine version .
Conclusion : It was fun , it was cool . I’ve learned for my next LD .
BTW : My engine will soon be open-source and as it seems I will use it next LD , too .