I'm quite happy with my code. It got a bit messy by the end but overall I have a pretty clean project. And I had very little duplication of code. There are some variables that could use cleaning up or properly initializing instead of the odd "if hasattr()". My gamestate framework came late but very easily due to how I structured things early on, it just worked fine and was very easy to put in dummy versions of states to eg skip the intro during dev.
I was really agile, I basically just went with whatever seemed best at the time. I wanted to get the red bugs back in somehow but that was with like 4 hours to go and so I decided to think of some other hazard. That's where the honey patches came from and I think they're one of the successes. They took like 45 minutes from an idea to completely in the game. The art was quick, and the code was very easy. And they look sweet in game.
Plus it's heaps cute when they're stuck in the honey but still face you :) but you can't get em out :(
The foliage stuff was pretty successful, and also easy and quick, I'm surprised it turned out looking so good. Helped get me motivated early on. Also the in game editor was neat for testing stuff quickly and then making my levels. it needs work though, you can't erase one wall at a time for example, only all of them at once, you can repeatedly save and reload if you make mistakes though.
I ended up making the 9 levels in a very short amount of time, and I'm not that happy with them. I was hoping for more puzzle type situations where you need to be careful of the order you try to complete the level such that you don't pull bugs into hazards etc. Or like deciding you can afford to lose 1 bug to save 12 seconds of completion time for a higher score. But I couldn't really get that level of gameplay in my levels with only like 40 minutes to do 9 :)
I'm disappointed I had no audio. I have a really old song I made, that I was planning on using but it needed work changing the instruments and recording as an ogg etc. Also I just didn't really know what sounds the bugs would make, buzzing for the bee of course but I didn't want like silly lemmings voices for the beetles or anything... hmm.
I'd like to have been able to make the bugs a bit smaller and have larger swarms but the game is too unoptimised at the moment for that. I think it runs ok with like 25 but that turned out to be far too many for a level anyway.
I might hack on this a bit to try to finish it off in the coming weeks or w/ever, but I'm kind of happy to have a break, it was getting pretty intense there at the end. Sorry for losing it a bit last night while trying to upload my game ;) And thanks heaps for the help WRT that Simon, Rob, Brad.
I enjoyed maxxor's postmortem so that's why I wrote this one, would love to read more. I was really impressed with the entries, I hope everyone makes sure to upload anything playable they have for others to check out. The stuff I've played so far is sweet.
thanks
that's looking really polished now!
No! I am shocked and appalled.
This is looking quite cool now. Will the bugs splat?
Your calling is clearly in Art beets - sweet graphics!
a very nice looking bondar is that one of yours. a good job!