Post Mortem – I done goofed
I think the whole point of Ludum dare is to produce a game that is “fun” too play or interact with. Sadly to say i failed hard…..very hard. The fact that i had so much time annoyed me as well. So its time to break down what went wrong and why.
1. I didnt plan very well.
The idea was simple. Random waves of enemys that attack your base and get progressively harder. The “only get one” theme tying in with the fact that you only get one base.With multiple upgrades further along the way.
This is where it went wrong. Firstly i ignored the basic rule of programming. prototype to playable to finished. I skipped prototyping all together and tried to throw the game together in matters of minutes. Then working on the framework that was half broken as it was because i rushed and i didnt plan it.
2. I used a stupid system/framework
Basically i over used if and bool statements instead of enums and states. The fact that this happened meant the game was slow as every frame the script was checking for ifs and bools causing frame issues. I got stressed and just programmed the easy shortcut shit and tbh i deleted it all after ludum dare out of disgust.
What went right/well.
– Music was good
– Finally learnt how to do gui resolutions.
– Learnt from my mistakes so that i can make an amazing 3rd entry.
– Learnt how to use z sculpt.
-Graphics werent too shabby this time.
If anybody would like to test my crummy game then please do.