Devtober postmortem


Man, unlike the last time I don't really have much to say. Mainly due to the fact that I didn't spend as much time working on the game, which was actually a positive for my physical and psychological well-being. Anyways...

What went right
  • Working schedule. This time I didn't stay up till 1-2AM to wake up at 6-7AM, so overall I felt myself less stressed and more energetic during the day. Can't believe that I used to think that staying up working on the game was manageable.
  • Spork. Spork is a component framework I've been developing for about 1.5 years and at this state it has most of the features I need and saves me a lot of time.
What didn't go right
  • UI. Firstly, I'm not skilled at CSS, so initially I tried to manually attach coordinates to all elements, which quickly became unmanageable due to elements being dynamically added or removed. Then I found out about flexbox, and it made my life a lot easier. Secondly, the UI framework I use, KnockoutJS  while working perfectly well in Typescript, has some problems in Haxe due to the way the language is designed and how its compiler works. It also has an unexplainable bug, which made working with it a bit harder. But hey, it's still better than using pure HTML5.
  • Levels. I spent way too much time figuring out how the system that provides levels for the game should work(i.e. should there be a special object for that, or should a level maintain its state itself? Then what happens if the player dies and the same level has to be loaded again?) My inability to make a final decision on how to implement it crippled the development for about a week, and even now I'm still not entirely happy about how it turned out.
  • Setting up the project. When I set up a new game, I mainly copypaste code from the previous one, which leads to a lot of code being shared between games. Clearly, the best decision would be to setup a library with boilerplate code or create some utility that generates it, instead of doing it manually every time.

Overall, even though the game is still just an unfinished prototype, I'm happy about how this Devtober went, and I'll keep working on it further.

Comments

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Seems like it was difficult though.
There, there... Have a virtual hug from me =]

This sounds kinda patronizing.

Sorry, right, it's a bit much.