Space Mission Post Mortem and Timelapse

Posted by (twitter: @lanoiadimuu)
December 19th, 2011 1:30 pm

First, link to this game:

Then, a screen:
Space Mission Screen

This night i went to sleep at 3am, i woke at 5:30 and went to work (i start at 7am), my head hurts a lot and i feel i need more than two hours of sleep tonight. I played my game a couple times again and this is my post mortem:

The Good

A complete game: the game had everything. Start Menu, Game Intro, Actual Game, Game Ending.
Graphics: My Achille’s heel, i don’t know how, i don’t know why, but i found a graphical style and i made a couple simple animations. Achieving this gave me enough satisfaction.
Sound: I’m really happy about the game sounds. Bfxr was a good choice and this music generator completed the work.
My first Ludum Dare: Since I found out about Ludum Dare in 2009, I always wanted to participate in this competition, and this was my first entry. I really enjoyed it!

The Bad

Crap story: The story intro/ending were made in the last 3 hours, i never thought about them till the very last and i wrote some cheap texts.
The game is too short: There’s only one level, it’s kinda boring and it can be finished in less than one minute and a half.
Tools: My Unity3D and C# knowledges are low, i started toying them about a couple month ago. I got struck a lot of time trying to figure out how to progress (eg 2+ hours for jetpack physics).
Bad programming techniques: Using copy-paste between objects and spaghetti antipattern is usually a bad thing, trough i think it may be ok for fast developement. I wrote really few comments on my code, which is always a bad thing.
Timing: I had other things to do in this weekend, I stopped once in a while to eat and I slept enough during the first day. I managed to work 20-22 hours and submit my entry ten minutes before compo end, but probably that’s was only luck. :) Having added at least one or two level and a boss fight could have improved my game a bit.

And last but not the least, my timelapse:

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