Oh well, I’ll keep trying. Problem was I started on a technically challenging idea that I thought should be relatively straightforward once I got the technicalities out the way, but after wasting quite a long time on it I realized that I probably wouldn’t even be able to get past that stage before running out of time and it would be better to move onto something else. To make it worse I stayed up very late and hardly got any sleep so my brain wasn’t quite working properly the next day and I kept making stupid bugs, getting frustrated and such. So I got some proper sleep and made quite a lot of progress but I knew I wouldn’t be able to finish, spent the remainder of my time on it making it just look good so I’d have some decent screenshots to post rather than have a poorly working AND poor looking game. I think had I started with the last idea I could have completed something worthwhile.
Funny that the first serious entry was too content heavy/artistically challenging and this my second serious entry was too technically challenging, one extreme to the other. Although I only fell into that trap because I liked the idea too much, blinded by desire (it’s a long standing idea I’ve wanted to do for a while). I think scrapping it was the best thing I could have done, but I should have done it a lot earlier.
Still I have to wonder whether I am just slow at coding and just too much of a perfectionist with the quality and structure of the code,perhaps a little OCD there. However every failure brings a little enlightenment (I avoided most of the pitfalls from the first attempt).Also I had a hard time coming up with an idea for this that wouldn’t be technically challenging without being only superficially related to the theme as my final idea would be.
procedural ant nest generator results:
more screenshots of progress:
first in game map renderers:
first rendered map:
character’s added, tileset cleaned up slightly and tile randomisation tweaked: