S-Raid Post Mortem
S-Raid has been an interesting experience for me within Ludum Dare. It’s my second entry into these contests, and hopefully a fair bit better than my previous one. With the ongoing Finals and all kinds of extreme busy business I’ve been busying myself with, It’s been hard to keep track of things at times. I’m glad I’ve managed to make it though.
-GOOD POINTS-
Got music, base code, and basic designs of levels all done within the first day. I felt relieved at this, since my first day consisted of a trip down to the Zoo, basically cutting the time in half.
The Formations seemed to have gone well for the most part, I managed to sneak a level in which was very reliant on good formation control to get through.
-BAD POINTS-
Oh god time. I had half of my first day spent in London, and the last day was also side-tracked by watching the Thor film. If I had this time, I would have managed to fix all the bugs I had for the game such as Sound Effect volumes, Bullets flying through Rangers without being destroyed and having Blasters and Shields for the main ship. Another thing I was hoping for was a definitively final final boss, with some metaphors, mumbo-jumbo, etc thrown into the mix, which got scrapped. Hopefully I can do this for a sequel of sorts if done.
-WHAT I’VE LEARNED-
Time management is a huge deal for these projects. Not only this, but also the fact that, a project needs to be reasonable to complete in a solo effort. Grandiose ideas might be fun for this stuff but some of the ideas I had didn’t make it through the drawing board simply because It would take too long to make it through.
Sleep is for wimps as well. Who needs it when you have Crunch-Time Deadlines?
Final thing I learnt from this experience is that finals and such are very important. Games are too. It’s a tough choice. ¬(‘_’)-
Till later, have fun folks~