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    The Little Glitch – Postmortem

    Posted by
    April 23rd, 2012 10:20 am

    Well, I guess that’s time to do a little recap on my entry: The Little Glitch

    What went right:

    • I finished on time!
    • Made the basic engine abstract enough to be able to be extended to any interaction possible.
    • Focused on code first, then level design, then graphics.
    • I chose tools I am used to.
    • Kept ideas in the plane of doable.

    What went wrong:

    • Wasted 5 hours of great inspiration in a event.
    • Internet was slow as hell
    • Used outdated beta version of Unity, had to upload web version later.
    • On-the-fly slow level designing
    • Saw the theme 5 minutes in the compo

    What to improve next time:

    • Make a usable and efficient library for basic things
    • Cancel all events.
    • Check the theme right when it is chosen.
    • Plan features before implementing
    • Make concept art
    • Take screenshots

    I kind of planned the game as I went creating, with no design beforehand, no plans on what to do.
    But overall, I think I made a good job. This is the first game I am officialy completing, everything else I made was just tech demos to test engine capabilities.
    I also hope new Ludum Darians (or whatever) read these post-mortems and prepare themselves before joining.

    Tips to fellow programmers:

    • Plan yourself, let nothing in the way of your creation.
    • Use a platform / engine you already know.
    • Sleep enough, or sleep a lot before the event starts.

    Note to self: buy a faster and more stable internet.


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