"The Week of Awesome II" Post

Published October 01, 2014
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My postmorten.

What went (mostly) right:

  • Art style
  • Level layout
  • Level loading system
  • Bullet physics integration
  • Brief planning
  • Improvisation on the spot
  • Getting something on the screen early
  • Useful configuration format that was used to create the levels


    What went (mostly) left:

    • Time management - Most of the game was mode in the last 2/3 days
    • Trying to do the physics with my rudimentary rigid body


      What could have helped (a lot):

      • A level editor
      • A fully working mesh compiler
      • More time planning
      • Stop reinventing (big) wheels (physics)
      • Getting level sketches done sooner


        Well that's my postmortem, I am not very good at this yet now am I?

        That's all for now.
4 likes 1 comments

Comments

Orymus3

" I am not very good at this yet now am I?"

Actually that's great. A post-mortem's primary use is to list lessons learned to avoid falling into the same pits and making sure you work hard to getting the things that went right, right again.

Your list seems like it's good enough to be a reminder for your next project, so I wouldn't be worried about this.

Not a particularly meaty article, but still good. Perhaps of more use to you than to an external reader however.

October 01, 2014 12:38 PM
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