Jailed by the Ministry of Project Management – Post Mortem

After having improved the level generator a lot, I think it’s the right time to write a post mortem of my game.

What went right:

  • Game idea: At first I was disappointed with the theme, because I had some nice ideas for self-replication and genetics. But with the morning shower there came several interesting ideas. First idea was some sort of swarm attracting rescue game (still self-replication minded), second was a rpg in which you try to escape your chosen role (e.g. only get xp for things you are bad at) and the third idea was the actual one. I chose the later because it was the easiest to implement.
  • Tools: After warming up with python and pygame in the Mini-LD shortly before LD21 I felt very secure with the programming. Gimp, bfxr and Musagi also worked great.
  • Time management: Almost all the time I felt just a little bit ahead of my schedule which really is a great feeling (should once happen in my everyday job)

What went wrong:

  • Final improvements: I head some plans to further improve the game: better soundtrack, improved graphics, more player control over level generation. I even had the time, but as my wife and child came back home on Sunday my time for game development suddenly vanished (that’s not as bad as it sounds 😉 )
  • Windows executable: Meh, stupid py2exe. Just didn’t want to automtically bind the sound libraries. Actually that’s just a small issue, cause it wasn’t necessary to have this executable at Sunday night, but I was so eager to release it in time.
  • Randomized levels: I made a rather late decision to do randomized levels instead of pre-designed with raising difficulty. I am quite happy that I chose the randomized approach but my algorithm was to stupid to have real control over the difficulty (explanation here). I fixed it for now, which I want to illustrate with two screenshots.

Developer's "see all" mode: On the left the old generator on insane. Number of cages and cacti walls are quite random. On the right the improved version. Fixed number of cages and walls with random distribution.

Will there be a post-compo version? Definitely, there already is (not yet online) and I am planning to do further improvements based on the feedback so far. Ideas include:

  • Different play modes (e.g. visible cages with other constraints than now)
  • Kind of  dungeon crawler with inventory and classes
  • Integrate the dungeon crawler to a bigger scale exploration game (to prevent stupid descend dungeon levels)

Final words: If you haven’t already:

Go Play

Tags: post-mortem, pygame, python