Worm Simulator 2012: Post Mortem

This was my fourth attempt at Ludum Dare, and my first time working in a team. How did things go? Well, play the game and you’ll see. Let’s just say that they didn’t go perfectly. While I think the concept was the game’s strong point, it was probably also a mistake. The thing about simulators is that you’re simulating one thing to a high level of detail, which in my case meant that 90% of the game was in a single file. This resulted in my teammate spending most of his time on reddit as there was only really one thing that could be worked on at a time. However, by far the biggest problem was the game’s performance. When I added a level for the worm to explore, 32×32 tiles, the game would run at 5 frames per second. This was my first time working with the Java 2D api, so I had basically no idea what to do at this point. I ended up having to use the Slick2D library for graphics, but I screwed up a bunch of stuff while adding that and I didn’t get the game back to where it was until Sunday afternoon. The end product was basically fun to screw around with, but nowhere nowhere close to being a game. However, we like the idea of this game and we think we’ll keep working on it.