
Click for the full page of notes
Phew, finished my game last night at very much the last moment. Above is the page of scribbled notes accumulated over the 48 hours – a mixture of design ideas and remembering how geometry works.
Post mortem style words after the ‘more’ link.
The good:
My sprite drawing base code worked almost fine. Although I did have to add a class or two to allow it to render sprites that should not be affected by lighting, such as the glowing bullets of the gunship.
Those lighting effects hid my poor art quite effectively. Without it I could have easily spent the two days trying to get a ship that I didn’t hate the looks of.

I draw this..

..and it comes out like this
I think the basic design was pretty sound.
I’m really fond of the parallax background clouds, especially as it’s generated at runtime from a few layers of Perlin noise.
The bad:
No sound or music at all. Just plain ran out of time for it. Which leads on to..
Lack of feedback. It’s fairly clear that something happens when your ship collides with something, but not that you’re punished for that by losing points. More importantly it’s not at all apparent that a missile hitting the gunship is a very good thing. The missile just explodes as it does hitting anything else, and if you happen to be watching your score you’ll see it jump up. Except your score is always ticking up just from staying alive, so you need to be watching your score and taking notes.

The screen shake effect if the player collides with something.
Feedback that’s missing in the game:
A happy sound on damaging the gunship. Display the points earned or lost as floating numbers over the location of the event. A warning sound on the approach of the gunship. A sound on the launch of a missile. The gunship visibly taking damage from missile impacts. The gunship actually being destroyed if you hit it with enough missiles.
Lack of tweaking, especially to timings. I was able to spend enough time so that I was happy with how the ship handled, but had almost no time for adjusting the timing of missile launches and when the gunship arrives. The missiles could also have done with having their movement tweaked a little too.
I’ve not had any time to test it on machines other than my own, but I suspect that the framerate will suffer on many computers. There’s still a lot of low hanging optimisation-flavoured fruit.
The other:
Didn’t make full use of my lighting base code. I threw in obnoxious swirling lights for the title screen, but there’s virtually no dynamic lighting in the game. I briefly added some on missile explosions but it was behaving oddly, and I didn’t feel I had the time to fix it up. Ultimately I don’t think it’s actually a bad thing; graphics that compliment the game are more important than showing off fancy effects. But does make me acutely aware that the engine is doing much more work than is needed. I could have pre-rendered the lit sprites before the game started and it would have run much smoother on much lower spec machines.
I spent the first day doing just graphics. That should be a terrible idea, but it actually worked out not too bad. That night I decided to quite significantly change the game’s design which would have meant I’d have wasted most of the programming work of the first day. But I had done almost none except the graphic processing, which was easily applied to the new design.
This was my first Ludum Dare and I made a game in a weekend. Which is pretty exciting!