mov in, towel

Posted by (twitter: @r_tapeloaderror)
December 16th, 2012 2:49 am

Time to admit defeat, I’m not going to make it.

The major reason was I gave myself too much tech to write. In fact, if I’m going to be honest, I prefer tech writing to game writing (I’m not a fan of things like Unity, I think they hide too much away, so you end up learning the tool, not the method). The minor reason is that I wasn’t mad keen on the theme. I had two themes from the final round on my “Please don’t let these win” list, and one of them did. Ah well, better luck next time.

If you’re interested, the concept for “Hell is Other People’s Bullets” was that you would control the enemies in a vertical shmup in a similar manner to an RTS game. Things would be pretty frantic as, of course, the AI-controlled player could one-hit-kill most of your units. The beauty of the idea was that level design was more-or-less not required (however, I can see that seriously affecting the longevity of the game). And naturally the end-of-level boss would be the Enormous Mutant Star Goat from H2G2. :)

I got as far as having the player dodge bullets in a reasonably convincing manner, but I wasted too much time finding a bug that turned out to be caused by passing by reference rather than value (showing my Javascript inexperience there). I flat-out won’t have time to finish any graphics or music to my satisfaction, so I think it’s best I leave it while I’ve still got some Sunday left. I shall remember to have less coding to do next time.

However, that’s not to say I didn’t achieve the goal I set myself. I learnt Javascript, and I found a lot of the pitfalls inherent in web programming. I’m going to carry on with this framework for the next LD. I want to sort out proper pixel collision and look more into database access so I can have data files other than textures.

I’m reasonably happy, and now I’m going to do some gardening.

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