Large Hadron Collider: ( Post Mortem )

After some extended sleep and being tired for the rest of the day I think I’m able to come up with a post-mortem.

I submitted some kind of game after getting things together withing last 5-6 hours. I’m not actually sure how much time I spent with developing the game but effective coding time was around four hours and few more went into researching how to do stuff in Löve. I spent another 6 hours doing stuff not actually getting the game done like setting up Lua debugger or creating too ambitious OO system in Lua. First day went by overslepting and not figuring out what to do with the theme while I’d move furniture. The next night went by doing non-relevant stuff and the next day went by traveling. Fortunately I got into the zone in the last moments and was able to finish basic gameplay in time. The result was not pretty and not what I asked for but at least I delivered.

What went right:

  • I managed to submit a game
  • Basic gameplay was quite as I thought, yet unpolished.
  • Last hours’ crunch time was super-effective!
  • I got an game idea: Something I could develop further or use as an example to learn a new framework.
  • I learned to use Löve and I liked it!

What went wrong:

  • I spent too much time trying to figure out what to do with the theme.
  • I didn’t prepare at all.
  • I had little time reserved for LD and couldn’t use that time effectively
  • I didn’t tell anyone else, except the whole world by publishing in this blog.
  • I spent time doing stuff, which didn’t help the cause at all.

What to do better next time:

  • Prepare tools beforehand
  • Plan ahead
  • Come up with on idea earlier. ( Brainstorming or mind maps to help )
  • Tell family beforehand.
  • Arrange time. Do a time schedule for LD.

Here’s my previous post with initial thoughts afterwards and submission links:
http://www.ludumdare.com/compo/2012/04/22/finally-submitted-almost-failure/