Well, I just got done with my second Ludum, it was a lot of fun, and I had a lot struggles. For one, I didn’t like the theme much at all. I was really pushing for something more, broad, or a place or something. I was really pushing for Space. Oh well, I did it anyway. (I am really glad that it was not You Must Leave It Behind or anything like that. I would have not done if it was anything too dark, I can’t deal with that kind of thing.) I am glad I entered and I learned A LOT. I only had about three weeks experience with C++ going into this, I knew that was a little bit too little for making games, but I made it work. (I would not recommend making a game without a month of experience prior. Hahah.) My game is pretty buggy, and Level 3 was a nightmare. Here is what I learned in the hopes of making your next LD better:
The things that went well:
-Aside from getting off the ground, C++ and my compiler worked almost perfectly for a solid 48 hours.
-I was able to come up with a good amount of ideas right of the bat. (Not so many that I didn’t know which to pick, but enough that I had options.)
-In addition to C++, just a side-note: bools worked with extreme ease.
-Ratings, I have rated 50 games in the last two days. In return I have gotten 35 ratings. Mostly positive. (Thanks, guys!)
-Text based, my game (if you didn’t know) is text based.) This gave me the opportunity to avoid things, like: Art, collision, etc. I am glad I did this. Although it may have pushed down ratings, it made nice and easy to code. (Well, comparatively.)
Things that did not go:
-Getting the menu up was dumb as all hell. I do now get what I was doing wrong, but still. (Wasted a good five hours debugging.)
-Leave your computer on…I wasted a good 15 minutes overall waiting for Windows to boot. Dumb Windows.
-Plan, plan, and then PLAN AGAIN. All of the levels were done, in the heat of the moment, and not planned at all. I had basic ideas, doors, buttons, keys, etc planned, but not a lot more.This was a HUGE mistake and if I was redoing this LD, I would have planned all of the levels in advance and then coded them, and debugged in order. what I ended up doing was coding the base, then doing each level when it came time. I did this in a poor fashion, and I will plan next time.
-Bugs, As I did code the levels at 3:00AM most of the time, having just made the level ideas, the levels are pretty buggy. My process for this was literally: think >> code >> debug >> code, repeat. This pretty much just lead to a lot of bugs because I would only test the bits I had just added. (I have actually only play the whole game maybe….Three times? Sorry.)
-Windows/Mac, I don’t have a mac, so, I just made a .exe and I am (working on) getting a .app out. There are some problems with that, probably won’t happen. Sorry.
In Conclusion:
LD is a lot of fun, but it is important to prepare accordingly beforehand, and make sure that most of your tools, and things are in order. It is a good idea to try out some test projects beforehand. Think the theme might involve sound? Learn how to make sound!
If you want to play my game, you can do it HERE it is a text based adventure dungeon crawler. Enjoy guys, and best of luck to you.
(I will be releasing a post-mortem version of the game in a few weeks, more levels, less buggy, better tested. I would release it sooner, but I am pretty burned out right now, sorry. Hahah.)