i’mbuggingoutman post mortem.

Posted by
August 26th, 2012 6:50 pm

This was my first solo compo, though I had contributed to other jam games in the past.

So… I was going to make a game where you’d basically be killing bugs.

If there are survivors in a wave, you hop into the next wave, with their offspring, whose abilities have evolved.

At level 1, your kitchen is infested by some simple bugs that just walk around back and forth.
At level 2, your kitchen is infested by smarter bugs that run away from you.
At level 3, you’d get your first super-large-bug that you can’t (easily) kill with the platformer-bounce, and would have to grab a knife or something else as a weapon to kill it.

Essentially, this would have broke down into a twitch-action, mindless beat/shoot-em-up :3

What I ended up having:

A short-time-limit bounce-on-all-the-enemies joke game.

It’s essentially the behaviors from levels 1 and 2, with a timer I threw in in the last 20 minutes lol.

I used about 22 hours on this, and about halfway through, after getting some basic player physics/interactions were working, I decided to kinda redo how all the sprites were set up, in preparation for having a weapon. It’s a kind of issue I’ve been thinking about, since I’ve been wanting to make an action-fighting-platformer for a while and have been thinking about hitboxes and how to really split that up. All that curiosity ended up in me treating it as a programming experiment, since I’ve been meaning to try a few things out (specifically, composition over inheritance, since it wasn’t something I really learned in school). The best part is I ended up omitting the weapon system in the submission. awwyeah, good use of time lol.

Interfaces are cool. Coding patterns are cool. Composition is cool.

Using XML would have been cool to set up the stages, if I had the systems I wanted and levels made lol. Instead, it just hardcodes the number of enemies in each wave.


This pretty much summarizes it.


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