Almost at the end of the compo and now I’m seeing what failed for me. There are positives like the learning process and how the LD motivated me to move my lazy ass, but other things that prevented me to the full completition of the game are permanently present:
-Let me say first that the design was a game in 3D. I definitely wanted to explore a 3D world, and the theme “Alone” helped me with some nice ideas for this.
–I didn’t know the libraries very well. I wanted to use SpriteManager so I shouldn’t need to make models in 3D, because I don’t how to use Blender or similar apps, but I can make quick funny drawings in Paint.Net. The thing is that SpriteManager was more of a pain in the ass because of my lack of expertise and using it in a 3D world was a huuuge mistake. Even making animations is weirdly complicated, so a 3D world populated with 2D animated enemy sprites or 2D objects was a no-no from the beginning. I didn’t realise about this until too late.
–I wanted to make a Third-Person perspective game, that is your character is always in front of you on the screen. I had never done this before. Creating the camera system for collisions and knowing when it is hitting a wall and accomodate accordingly, rotate the character, look around with the mouse, everything was a very fun experiment, very expensive time-wise, but educational and fun nonetheless!
-I said to my family that I would be busy all weekend, but my father came to visit us and I couldn’t let the opportunity to get a drink with him pass me by. In this case I don’t regret the time I used instead of making the game. Also I can only see my nephew on the weekends! Now that is a lot of time!
I can’t share photos (or a demo) because the game can’t be named “a game” right now, it still needs a lot of work to make something playable and entertaining. Time to sink some more time and analyze the possibility to deliver the game for the Jam. An extra 24 hours can do miracles!