How did Speedgame go this year (2012)?
Well, I both am and am not happy about what I achieved. I did hope to have been able to make a game that would have at minimum had the minimum features and at least music and sound effects to accompany it, but on the other hand, My design phase and first day or two of development phase went on this big event here nearby and after that I still had to have a fought with my development machine to get it to work even. Therefore first of all I didnt have very good opportunity to think about the design at any point during the design phase, and I didnt get to start development until almost week had gone of the development phase already.
When those things took into consideration, Im sort of satisfied that I did get a playable game done anyway.
Things I had wished my game to be having had at minimum had been:
- Levels chosen in world map (and some freedom in choosing them)
- Pieces turnable by pressing fire (now you cant turn them at all)
- blocks falling down when blocks are being removed
- moving direction changed without bugs
- music
- facts checked
- Picture of Dr. Puzzlejones (Something with Indiana Jones hat)
The feature I feel most disappointed to be missing is the World map feature, with everything else I could have sort of lived, but this one was a big miss. It makes me even more sad that I realised what the problem was on last hours and didnt have time or rather strength to fix it anymore.
For unfortunately I had forgot that when plugin is missing (in this case ogg vorbis plug in), Hollywood simply crashed without giving you any error message. Since i was too tired at the moment i was joining map and game together, I was too tired to remember that anymore.
Im especially unhappy about the missing map since I think that was the key feature that would have made the game interesting instead of being just another tetris kind of puzzle game clone.
It also made the joke about Samw3 and Hanclinto fail that I had got into it such working way.
But otherwise I am quite happy. I had no one do me graphics, and I think I was able to dig quite good and working graphics without actually making them myself from existing sources. It was just unfortunate that i was actually using 1920 x 1080 resolution for the game, but I had to stretch most of the graphics to make them big enough. For example I would have liked blocks to be a size of 48×48 or 64×64, but since they were originally only 32×16 or something, i didnt dare to stretch them to more than 32×32.
Despite having much less time to work on my speedgame, i was quite happy that I was anyway able to schedule the game making quite correctly. Basically my only schedule mistake came from not realising how hard the reaction to collision in tetris actually was. I thought it would take me only a normal while to make, but I was actually stuck on it for 3 days programmings until I got it to work, and I still didnt have time to fix it to work also when changing falling direction.
Everything else took about the expected time., which made me happy by being able to make right time estimations.
Anyway, all in all very good competition again, and important lesson learned: Next year leave at least 2 days for unexpected things when making plan.