Post mortem of my one game a month
31–40 of 67 posts
Re: Post mortem of my one game a month
#32I'm surprised the author criticised their artistic ability so much. I found the art style quite endearing and seeing the different graphic styles to emulate different systems was impressive.
OP here. Thanks for that! I'm a little bit better now, but I guess it looks different when you see the end result. Believe me when I tell you the process was quite painful and it involved starting over several times :)
Re: Post mortem of my one game a month
#33Earlier quoted context omitted.
OP here. Thanks for that! I'm a little bit better now, but I guess it looks different when you see the end result. Believe me when I tell you the process was quite painful and it involved starting over several times :)
Out of curiosity, what tools do you use to make the artwork for your games? Anything outside of the standard linux image applications (gimp, inkscape) ? I've always been curious about making my own game, but when I sit down to work on the art assets, I end up getting very frustrated and tend to put those projects aside.
For me all starts with the right palette. It really helps to get what you're looking for. I usually work with 64 colors (unless there's any special restriction, of course).
Re: Post mortem of my one game a month
#34I participated in One Game a Month (1GAM) in 2013. It was an amazing experience, even though I managed to make "only" 5 games. It's astonishing to read that the author had the very same problems I had. Even when I had a clear vision of what I wanted to make, it was pretty hard to avoid feature creeping. When you hit the 90% completion mark, the TODO list starts to grow so scarily fast that the only way out is to deve…
I think the most important take-away for me was how important careful planning is right at the start. As we got closer and closer to the deadline, the code got nastier and nastier. But I made sure we spent several hours just planning our design before even touching any code, and that the foundation was solid. It wasn't until the final 6 hours or so that we had other entities animating on the screen. But by then everything just came together, and filling the game with more content and additional levels was a breeze. Need to add a complex feature? Great! We've already planned for it, and it takes 2 lines of code.
There's a short little blog entry I read years and years ago that I still remember, called "Black Triangles" which is similar. About developing a game for the original Playstation, and spending over a month to just get a black triangle rendering on screen. http://rampantgames.com/blog/?p=7745
We actually have decided to take our little game past the weekend, so maybe this will become our first One-Game-A-Month Game.
Re: Post mortem of my one game a month
#35Re: Post mortem of my one game a month
#36Re: Post mortem of my one game a month
#37Earlier quoted context omitted.
It doesn't seem to imply that: https://en.wikipedia.org/wiki/Postmortem_documentation
I mean, it literally means "after death" and stems from the name for the study of dead bodies, so it seems odd to name any post-facto report a post-mortem and the Wiki article may apply to gaming industry but it's not really common industry usage. Normally in tech, a post-mortem is a particular kind of analysis, backtracking from an incident to figure out what caused it, with the aim of preventing it happening again…
Re: Post mortem of my one game a month
#38Earlier quoted context omitted.
I mean, it literally means "after death" and stems from the name for the study of dead bodies, so it seems odd to name any post-facto report a post-mortem and the Wiki article may apply to gaming industry but it's not really common industry usage. Normally in tech, a post-mortem is a particular kind of analysis, backtracking from an incident to figure out what caused it, with the aim of preventing it happening again…
Someone can die, but not have been a failure in life. I've always taken post-mortem blogs to mean "We're not working on this anymore. Here's what we learned during the time we did." The reason for a project ending is often failure, but it doesn't have to be. I've seen several post-mortems about successful projects, they're just not nearly as common as the failures.
Re: Post mortem of my one game a month
#39Crosswalk has the downside that it produces huge applications, at least relatively speaking (30+ MB). Is plain old Cordova viable if you want to ship an application that runs on Android 2.3 onwards? Reading their blog I think they have fixed the issue with hardware acceleration on KitKat.
Re: Post mortem of my one game a month
#40I participated in One Game a Month (1GAM) in 2013. It was an amazing experience, even though I managed to make "only" 5 games. It's astonishing to read that the author had the very same problems I had. Even when I had a clear vision of what I wanted to make, it was pretty hard to avoid feature creeping. When you hit the 90% completion mark, the TODO list starts to grow so scarily fast that the only way out is to deve…