My postmordem

Posted by (twitter: @@jquigley17)
April 29th, 2013 6:47 pm

I’ve been trudging away at this for a while, moved my compo entry to the Jam for extra time, and continued to drag my feet in trying to get this entry done until 15 minutes ago when the last straw snapped (yet another fun thing about C++’s “OOP”). Oh well, I’ve certainly learned a lot, and I’m at the point where attempting to give it the final steps to make it submit-worthy is pointless because it won’t do well anyway. Here’s what went well, however:

  • I learned-

    I learned a lot of SDL and how to work with some of C++’s many quirks that previously I wasn’t even aware of

  • I planned-

    I planned out a lot of the code, and as a result it didn’t turn out as bad as it could have

  • I conquered-

    I worked with a new environment, not a single line of code prewritten (aside from SDL and SDL_image, of course) and various other distractions and was able to work something out.

Now, for the bad stuff.

  • I wasn’t focused-

    There were too many distractions this week to even count, and the stress from other things didn’t help that.

  • I forgot how to art-

    Quite literally, I woke up on the second morning fully expecting to get all the art done. It didn’t come together until 3 PM, and that was when I threw it all out in favor of programmer-art squares.

  • C++- Why u no work like other languages?

    I’ve been working a lot with Java recently, and it’s quite poisonous. I made as much as I could class-based, and that was a bad idea with C++, graphics pointers galore and STL.

Well, that’s my take on it. Hopefully I’m not the only one who will learn from this. Next time I’ll definitely go much simpler. Nonetheless, it was important for me to take this faliure- I just recently moved up from python/pygame, so this was 100% me getting familiar with SDL/C++.


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