{"author_name":"Henry McLaughlin","cat":"LD #15 - Caverns - 2009","comments":[],"epoch":1251671580,"likes":0,"metadata":{"p_key":"72613","p_author":"Henry McLaughlin","p_authorkey":"979","p_urlkey":"108435","p_title":"Byte Vs. GNOME \u2014 Post-Mortem","p_cat":"LD #15 - Caverns - 2009","p_event":"LD15","p_time":"1251671580","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"979","us_name":"Henry Mclaughlin","us_username":"pycron","event_start":"1251417600","event_key":"1","event_name":"LD15"},"text":"<p>This was a fun experience. Tiring, but fun. I originally entered to warm up for Pyweek, but I found it very fun, and will certainly enter in the next one. (And probably some Mini-LDs :-D)<\/p>\n <p>That said, I dreamed too big, and wasted alot of time.<\/p>\n <p>I stuck with something I knew I could do for my core mechanics, however. In the end, I didn&#8217;t have time to put in terrain optimizations (Well, okay, I didn&#8217;t have the willpower), and my random world generator became to troublesome for the time-frame.<\/p>\n <p>I&#8217;ve discovered a love for both C++ and top-down shooters this weekend, however. I certainly enjoy working with both, and will continue to do so.<\/p>\n <p>Overall, it&#8217;s a game. It&#8217;s kinda fun, and has something of a challenge to it.<\/p>\n <p>It&#8217;s not what I planned, but I&#8217;m happy with it. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":-)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p><strong>What Went Right:<\/strong><\/p>\n <ul>\n <li>I stuck to a set of mechanics I knew I could implement<\/li>\n <li>I used collision logic that I was familiar with<\/li>\n <li>I paid close attention to my pointers<\/li>\n <li>I decided to <span style=\"text-decoration: line-through\">farm out<\/span> request a Windows port from the community, in the topic PoV put up<\/li>\n <li>I never gave up. This was a first for me in a game development compo. Not having enough time to helped, though.<\/li>\n <\/ul>\n <p><strong>What Went Wrong:<\/strong><\/p>\n <ul>\n <li>I was too ambitious for my lack of familiarity with my IDE, the language I used, and the library I used.<\/li>\n <li>I assumed I knew where the several segfault bugs I ran into were coming from, only to discover that the cause was something very simple that I&#8217;d overlooked.<\/li>\n <li>I had to hit the code with a hammer in a few places, and it shows.<\/li>\n <li>I underestimated the complexity of a random world generator, and didn&#8217;t leave anywhere near enough time for it.<\/li>\n <\/ul>\n <p>I&#8217;m happy, though. I made a game in 48 hours. In C++. And straight SDL.<\/p>\n <p>This has been the most fun I&#8217;ve had in some time! I look forward to the next one! \ud83d\ude00<\/p>\n <p>Here&#8217;s to having a good time, even when we don&#8217;t succeed.<\/p>\n <p>&#8212;Mr. Dude<\/p>","time":"August 30th, 2009 5:33 pm","title":"Byte Vs. GNOME \u2014 Post-Mortem"}