{"author_name":"Yezu","cat":"LD #24","comments":[],"epoch":1346073480,"likes":1,"metadata":{"p_key":"51900","p_author":"Yezu","p_authorkey":"33","p_urlkey":"87598","p_title":"Didn\u2019t make it this time\u2026","p_cat":"LD #24","p_event":"LD24","p_time":"1346073480","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"33","us_name":"Yezu","us_username":"yezu","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>Well this time I failed to create a game in 48 hours&#8230; Although I tried to prepare, too many things went wrong. By Sunday evening I was so far behind I accepted defeat. I mean I could create some kind of a game, something far away from what I have planned&#8230; But my heart wouldn&#8217;t be in it, so I decided to let go.<\/p>\n <p>What went wrong?<\/p>\n <p>1. My map management library works fine, on which I have placed big bets for this compo. However creating assets from total scratch takes ages. I was hoping to have basic testing map assets in 2h. It took me almost 12&#8230; 12 hours!<\/p>\n <p>2. It would seem that a physics control intended for walking characters in jMonkeyEnigine does not handle collisions between them (WTF?). So I spend a couple of hours trying to find a solution, unsuccessfully.<\/p>\n <p>3. My model editor had still more bugs, that I couldn&#8217;t find earlier. Which essentially made it impossible for me to create animated models for the game. I had to improvise, so I took Blender and started experimenting with skeletal animation there. The problem is I am a total Blender noob. I had to learn from scratch which took a couple of hours.<\/p>\n <p>4. After I finally created the animation in Blender exporters and importers failed me. Both the Ogre exporter for Blender and Blender importer for jMonkeyEngine couldn&#8217;t handle my modest animation.<\/p>\n <p>By 22:00 on Sunday (5 hours till deadline) I got a test map, a not fully functional control mechanism, a animated model which imports into the game, but without textures and no more energy an patience left&#8230;<\/p>\n <p>Conclusions? Test your tools extensively beforehand!<\/p>\n <p>I was so enthusiastic about jME 3.0. However after this weekend my faith in the engine got strained. I&#8217;m doing some more research and maybe I have to do some more reading to be able to prepare and import assets correctly. However if it&#8217;s not the case I will have to consider switching (again). But to what? Unity would be nice, but it&#8217;s a no go until it&#8217;s possible to develop under Linux. CrystalSpace, Ogre, I tried them and didn&#8217;t like them all that much&#8230; I could return to my framework, but I&#8217;m so tired of writing tools and libraries I want finally to focus on making a game&#8230;<\/p>\n <p>Anyway, what I have done this weekend is thankfully not a waste. I learned doing animations in Blender which is something of an achievement, I found some more bugs in my code I intend to reuse, I figured some ways to improve the tools I use also I learned more about my engine of choice but most of all I decided to continue developing the game I have imagined for the compo. It won&#8217;t be a big project, I want to complete it in a month or two&#8230; So maybe before the next LD I will have something to show.<\/p>","time":"August 27th, 2012 8:18 am","title":"Didn\u2019t make it this time\u2026"}