I gave up

Posted by
April 23rd, 2012 12:50 am

I failed my earth themed game on Earth Day. I gave up yesterday (20.30 localtime) 7,5 hours to end. I was so exhausted, I could not even write a “give up” post. Here is what went wrong.

I started with “Storm God” idea, where player manipulates pressure or add zones which push air to create nice weather, rain for believers and storms and drought for infidels.

  • I had no idea, about realistic cloud movement (I spent time learning)
  • My coordinate system sucked (I constructed earth as 2d, with rows of varying length tilemaps. Rotation was easy, directional movement not)
  • I wrote spaghetti code, since I thought “no time for structured code”
  • Trying to do everything myself (I used flashpunk, since I like it in warmup. But due to my unnatural coordinate system I had to manually manage positions and collisions of everything, within a single entity)
  • I spent more time to debugging than programming+graphics and it  depleted me. (It is both because I choose a language I didn’t use for years [as3] and fdb [debugger] did not trace anything when most needed, e.g. when something went wrong in constructor)
  • I was late to choose a simpler idea and couldn’t let go existing code (I tried to write new idea on the same earth,  thus debugging nightmare continued)
  • Also lost motivation hindered progress

Here is last good state (Sunday morning). Mouse to rotate earth, no cloud movement, because it is so ugly.

Most important lesson was quick development with  scripting languages just an illusion. I learned more from this unfinished game than my warmup entry which is done in less than a day. So I will definitely (if time is right) join next one. In next compo, I will possibly use C++ with my own prototyping library. Because I am so used to compile time checks.

I am going to play games as I do every previous ludum dare. Hail to all who dare to make a game!

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