Not going to make it
With just 6 hours left, I’m way behind schedule and I’m not going to make the LD48 deadline. Here’s what went wrong – hopefully for others (and myself) to learn from:
- I did the warm-up, but didn’t go far enough. I really should have gone further and tested every system possible.
- For this LD48 I wanted to use more robust, and more flexible data management than my previous LD48 entry. A few of my systems I thought I could build quickly with JS instead of C#… How wrong I was. Unity’s slight differences to canonical JS became a major pain when I started using more advanced techniques. When it was time to build on those simple JS frameworks, it just turned out that they just couldn’t do the job. Ultimately I had to use System.Collection.Generic lists for everything, but I lost about 4 hours overall figuring that out.
- I opted to use a 3rd party library for sprite management in Unity. The library worked perfectly, but I just wasn’t familiar enough with it to use it correctly the first time out. I kept running into what I thought were “issues” — but they weren’t issues at all, it was just my own lack of experience with the library. LD48 is probably a bad time to be learning how to use a new tool.
- And finally, (IMHO) the artwork that you need to do a 2D game can actually take significantly more time than a 3D game — it’s more difficult to represent 3D objects in two-dimensional space. Gradients and shadowing can help, but those are extremely manually-intensive processes. I’m pretty good with Blender, so in the future I may actually build simple 3D objects and just take snapshots of them from different angles to create my sprites.
I’ll be more prepared for the next one.
I think next LD I will be able to really make something and finish it.