Postmortem: Bactarium
I’ve written an extensive 3-part postmortem on my web site, narrating my thought process as I worked through the weekend on my compo project, and describing in detail some of my programming techniques (no code, download my source to see that).
Here’s the uber brief synopsis:
What went well:
- Really liked the bacteria behavior.
- Good use of translucent graphics.
- Very happy with the effects I achieved using stochastic functions.
- The controls ended up working out pretty well — this was the first time I’d done a game where the controls are so indirect, and you control hundreds of objects.
- Performance is good despite having a few thousand objects in play.
- <3 Game Maker for rapid development
What went wrong:
- Didn’t get to complete all the features I’d planned.
- Spent a lot more time debugging and tweaking the controls than I ever imagined I would need to.
- Game is short. <1min/play is pretty typical.
- Could be more depth to it, if I’d made it a little more complex by including some of the features I’d hoped to complete.
- h8 Game Maker for debugging.
What I’d like you to know:
- This is the second weekend in a row that I built a game! I’m taking a break next weekend:)
- I’m really happy that I participated and completed my project.
- I am looking forward to doing more of these.
- Can’t wait to see people’s comments, find out how I ranked, and try other people’s games out!
Tags: Bactarium, Chris Sanyk, postmortem