Total burnout, game submitted

Posted by
December 18th, 2011 2:32 pm

Ugh. I reached a total brick wall (hehe) and couldn’t think of anything to do with the game. I realized that I would have to make a lot┬ámore gimmicks in order to keep the dungeon interesting, and I simply don’t have the time to implement all of that. So, I’m releasing it as-is.

I did, however, learn a lot from the competition this time around. jMonkeyEngine is a bit impractical for 2D games with very basic entity behavior, but it can be done, and it is otherwise fairly robust. I feel as though if I had the time, I could very easily create a full, 3D game on the engine. I also learned how to do physical collision using ray-casting, and for the most part, the implementation in the game works perfectly (except for a little exploit that I wonder if many people will find… it was very fun to play with in testing).

If I hadn’t decided to build the game for the purpose of learning jME as opposed to taking an easy route and using Swing or Slick (like Notch is doing), I probably would have made it far more complex and long.

Oh well. It was fun, and I’ll try to compete in the April competition if AP studies don’t get in the way.


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