
Ok, so I did not finish my first LD on time Monday morning. Mainly because lack of gameplay and content, but also the collision detection. Also I didn’t know you could submit versions for other platforms afterwards. No worries though, I’ll know that next time. :)
I fixed the collision yesterday, I just had to work on those algorithms I had in mind at first. So here it is for Windows and Linux.
Run LUDUMDARE17.bat/-.sh respectively.
Short postmortem
I wasted to much time on the game engine, clearly. The concept was initially to walk around the islands (planets if you want). I was sure I could manage to get that working, I had the math right on paper, but I have missed some variables of course and had to give that up later on. Unfortunately the concept was a bit too vague, and I was sure it would pop up more stuff in my head once I was done with the major coding parts. Never got there in time though. ;)
Of course some things went right, otherwise I probably wouldn’t have made this post. I learned how much more efficient I became by just having a TODO on paper instead of a in text file on the computer. Much more satisfying to physically cross something off. My framework needed some minor tweaks but it was working very well during development. Implementing the key and hatch went smooth, and the overall code structure is okay. And most satisfying Monday morning was being able to do the test maps very quickly in GIMP, when I was tired (of coding).
Too bad it didn’t get more game in it though. I’m eager to participate in the next LD, I can barely wait. :)