A Years’ Late Post-Mortem (LD34)

Opcode-Powered Shuttle at the end of LD34

The Beginning

Suddenly it was time. I didn’t plan or prepare, I hadn’t coded in a little while. I decided the jam would jolt me back into coding, I also livestreamed most of my development to force me to keep working at it.

The Story

The first evening and morning worked great (Ludum Dare starts at 6pm in my timezone). A few hours on the idea, several more designing the controls (in retrospect, I spent too much time deciding on the structure of the opcodes). At some point, I hand-drew graphics, but threw them out because I could not get my scanner working.

I built the graphics for a few things, started placing them in-game, and decided I needed to rewrite everything. I quit streaming, took a laptop out to a Starbucks, and spent a few hours doing just that. It was a good break, good exercise (cycling a few miles), but wasted a lot of time.

The 2nd evening involved more streaming, things moving and generating.. Now for the game part, the 2nd morning, I didn’t stream because I was fully in crunch-time-mode over the last few hours. I focused on a communications system (which was broken, badly coded, and led to me releasing a game-crashing bug).

The Result

I decided to make something with a huge scope. All my time went into working on UI components and controls. There is no game, but a few mechanics to build a game within.

Positives? I got back into coding for a bit, I got to check out a lot of others’ games because I made sure to rate a bunch of them, and I felt more on track with my life.

It did burn me out though, so much so that it took a long time to write anything about it.. and even longer to actually publish it!


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