City Debuilder – post-mortem
This was my first time making a game with such short notice, only getting to the jam late due to a packed work week. Here it is if you want to see it http://ludumdare.com/compo/minild-57/?action=preview&uid=49360
The crunch for time effected the game in a few ways, mostly the tutorials – which I think harmed the impact of the game overall.
Were I to go back and do it all again, there are three things I think I would do differently.
Firstly, I would choose a genre of game where I had boilerplate code prepared. I had to sink more time than I would like into basic game states. On top of that, tiny errors in code where hard to pick up in my IDE, which lengthened this process out and burned me on development.
Second, I would figure out how to tutorialise as I go. Part of this was in my prioritising it last, but also due to cutting back the scale of the game. Originally it would have been a little bigger and easier to see the systems.
Third, I wouldnt code while mostly asleep asleep. Making small mistakes like having something check against the x axis twice hung me out to dry – this was partially the fault of the first issue I adressed. The moral is, always try and be focussed.
Overall, I’m not the happiest with this project, but it taught me a few valuable lessons about jamming and helped me write some new boilerplate code.