Well, I failed.
I got the core mechanics and everything done in just a couple days but I only had a few hours a week to work on music, sounds, graphics, and extra content. That just didn't happen. So, as tough as it is for me, I've admitted that I should cut my losses and stop worrying about it.
Retrospective time!
I should start learning the language, tool chain, graphics, music, and sound before committing to a project. I hadn't used haxe before (but I'm somewhat familiar with Actionscript) so the language, libraries, and compilation process and quirks took some time to get. Despite 6 or so years of piano lessons, I don't know anything about making good computer music either. Pixel graphics wouldn't fit the theme and good looking graphics are beyond what I can do. I had some good luck with procedurally generated plant graphics, but couldn't quite integrate it with my game code due to how the rendering code worked.
I should stop planning on spending all of my time working on a project with so many unknowns . I have less time than I expected and it's not sustainable. After a week of nothing but work, sleep, and this project, my place was a mess and it was hard to stay focused. If I picked a smaller project - like a platformer or turn based strategy - then I think I would have had a better chance of finishing. I can do old-school graphics and sound effects so that's what I should stick to.
I should continue writing well factored code and trying short term projects like this. Breaking it down into pieces that I could prioritize and implement in a couple hours helped me get started and make early progress. The simple and clean code meant that I could change my mind, try something different, and generally make progress much faster than some of the messier code bases I've crapped out.
If I follow these simple plans, then I'll be much better equipped for the next ludum dare.
Compile and Execute Java Online - Try and experience the best cloud computing where you can edit, compile, ... Compile Preview | Execute | Share Code.
Saturday, October 20, 2012
Subscribe to:
Post Comments (Atom)
Popular Posts
-
Announcing hspec - BDD for Haskell I've long been interested in Behavior Driven Design and it's something that is strangely missing ...
-
This tutorial will be written in Java since I'm familiar with it and it's a decent enough language, has many tools and libraries, a ...
-
More vague notes about rogulikes; this time about monster difficulty or Power Curve . In I Rule, You Rule, We All Rule Old-School Hyrule th...
-
[FD's BlOg] - Adnet là một hệ thống quảng cáo trực tuyến trên nền tảng mạng Internet mà công cụ chính là các Website & Blog. Adnet ...
-
Bước 1 . Sử dụng ảnh rocket.psd để import vào trong dự án Flash của bạn. Xây dựng 2 layer để chứa tên lửa và phần nhiên liệu bị đốt cháy. Bư...
-
Dijkstra's algorithm is a useful algorithm for roguelike developers to know. It basically calculates the distance from a starting point...
-
I'm rarely a fan of posts that are in list form (e.g. "Top 10 tips for writing top 10 lists") but I seem to be in "list m...
-
[FD's BlOg] - Khi mà các comment ở một bài viết nào đó trong blog của bạn trở nên quá nhiều, nó sẽ làm cho blog của bạn dài lê thê, là ...
-
[FD's BlOg] - Hôm nay mình lại quay về với menu cho blog. Và bài này mình xin giới thiệu 9 kiểu menuside cực kì bắt mắt. Xem demo trực ...
-
"Make a game — Take it to Market — Earn $1" I'm in. I just got haxe setup on my computer and I'm ready to start working on...
No comments:
Post a Comment