Compo Failure. I guess I’m Jammin’ then?
I mean, what else would I do? Give up? Hah!
Regarding timelapse capturing, I ended up dithering on the capture rate quite a bit. Today ’til time ran out will be up at youtube. I’ll probably record some tomorrow, too.
http://www.youtube.com/watch?v=t9QobKpEL3Q&feature=youtu.be
Micro-postmortem(compo):
Premise: Compo ran from Saturday, 4 AM to Monday, 4 AM.
Saturday was fine, really. Except, I never got the game to work quite the way I wanted it to.
I completely crashed at 3PM for four hours, and then again, at 21:45, which lasted to 1:00 or so. I actually missed some recording there.
After that, it’s been fine. I just ran out of time.
what would I do differently?
I’d probably get a full and complete night’s rest between Saturday and Sunday. I just don’t work that well on sleep deprivation.
I still had enormous issues coming up with a concept I was happy with. I’m not sure what I would do about that.
Solution?
I guess… If I’d have to say… a bit of behavior forcing. Do not allow yourself to write one row of code before you have your concept. In general, it’s a good idea to know what to do, before tryig to do it. 
I would have liked more time to do prep work with HaxePunk – I did have time, waiting for the compo to start, though, so I can only blame myself there.
Next time, I’m likely to go with something targeting JVM, or Löve2d. And yeah, I’m participating next time. That being said, I rather like having collision, entity management and all that being handed to me all ready-like, like this.
like, like.
My entry will be up here:
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=25313
Now it’s just a question of how far I can get before time totally runs out.
Last time, even if it wa a week late, I did get my game into a shape where I actually enjoyed playing it. A little bit.
So, I’m hoping I’ll get the compo to a similar shape. I’d rather not spend an extra week on this, like I did last time.
Tags: compo timelapse, timelapse