Occasional Gamer

XNA development blog of Elbert Perez

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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

© Copyright 2010

Gum Drop Celestial Frontier Post Mortem

General Thoughts:

 

  1. This was my first XNA game, in which I was totally un-aware of the publishing process, testing process, and even the framework. I did alot of stupid mistakes, but I generally learned from them
  2. Development time was 1 year because I had to get up to speed with the XNA framework 
  3. I had fun making this project because it marked my return to game programming, which I almost gave up.

 

What went wrong:

 

  1. I had a grand vision of what the game should be. I added so many different concepts in the game but most of them were cool on paper but not on the screen
  2. It took me a while to figure out the review process and I was a bit hurried in getting the game out
  3. I used farseer physics for physics and collision detection. It was an awesome library but it had inherent limitations that forced gameplay decisions to be based against tech versus actually what was fun
  4. Feature creep, as I got deeper into making the game I was seduced to add more features that were cut anyways, not necessarily a bad thing, but it did extend the time 

 

What went right:

 

  1. Using farseer physics to handle physics. It put me more on gameplay side without having to deal with implementing my own physics library 
  2. Prototyping early on with a simple concept allowed me to get a quick idea of what I want the feel of the game to be
  3. Feedback from GDC, I actually had alot of people from GDC try out the game. I got so many good ideas and feedback on the game that it helped me refine it

 

 


Categories: Gum Drop
Posted by Elbert on Wednesday, March 03, 2010 1:36 PM
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Post Mortem: Gum Drop Celestial Frontier, Neo Terra and Impossible Shoota « Sgt. Conker