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Conquest Post-Mortem

26 Aug

And another competition has gone by… Awesome fun this one…

Time for a quick postmortem of my entry, Conquest:

What Went Right

– Theme: My first impact with the theme was “I hate this one”… On retrospective, it is an awesome theme, really made me think out of the box
– Initial concept: although it took me 3 hours, I got an idea that really got me excited and thought it fit the theme
– Excitement throughout: I was excited with the game the whole time, instead of being excited for 2 or 3 hours and then losing momentum.
– Tracing: the idea to trace over the graphics made by Oryx for the Assemblee competition for the characters was great: it allowed me to save time and have something passable visually.
– Music: I was scared of leaving the music for the end, and with good reason… didn’t have much time to do it, and had to use WolframTones… Although my first tries didn’t yield anything decent, after a bit tweaking the parameters I got something that while it isn’t Mozart, it’s passable for 48 hour game music…
– Cutscenes: While not terribly interesting, I really love doing those small cutscenes, they add to the flavor and they’re fun to program (even though they took me 2 or 3 hours to get right)
– Using my LD framework instead of my engine: I was going to participate on the jam instead of the compo, but looking at the idea I had (and the fact I thought I would take 10 or 12 hours completing the game) made me go for the compo. My engine wouldn’t have given me any advantage over the framework anyway…

What went wrong

– Time managment: What I thought it was going to be a 10 hour development cycle for this kind of game turned into 28 hour… So my managment and estimation was appaling.
– Family visiting: Although I love having people over, having family visiting on the weekend took away some time I could have spend programming… thankfully my wife did most stuff by herself, leaving me with just entertaining the guests… while I wasn’t running towards my office to program a couple more lines (jeez, I sound like an addict… 🙂 )
– Bugs: Ran into some bugs after the deadline, which meant the game seems more buggy to everyone than it seems to me… :\

What went “meh”

– Thousands of ideas flowing through my mind while I programmed the game… This is a mixed blessing… I look at the game as it could be, while people will look at the game as it is… 🙂 Lots of ideas made me be excited about the game the whole time, but it also was source for some frustration, since I couldn’t put everything I was thinking off…

The game has circa 2000 lines of C++ code, and the framework about 17000 (most of it 3d related and stuff I’m not using though).

Tools used:

Code: Visual Studio 2005
APIs: DirectX 9 (Feb), FMod, Win32
Graphics: Photoshop CS4 (mostly traced from Oryx’s pack for the TIGSource Assemblee compo), 3d Studio Max 2010 (for title screen)
Sound: WolframTones (very awesome, only had 20 mins or so to play with it), Midi Converter Free (online free midi to mp3 converter)
Blogging: Zoundry Raven, Internet Explorer
Reading LD: Omea Reader
Listening music: Winamp

I’ll probably want to play around with this idea for a bit longer, add some of the ideas I’ve had during the development… Hopefully I’ll post the new version in the future, albeit I don’t know when, since I’m starting a new job next week… :\

 

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