Aqua Kitty - demo(barely)
THE GOOD: >Worked out a bit of code so the land tiles worked out what sort of edge piece they should be, so I didn't have to manually place corners/straights etc. It wasn't rocket science, but was a useful time saver.
>Getting the big snake creature working was interesting and fun. Same for the subs, working out the AI for how they turn towards the player and so on.
>Looked at as a basic prototype I think it worked out
ok, as I can see what does and doesn't work compared to how I intended.
THE BAD: >Game not actually fun to play. There are small elements that are fun, but on the whole its muddled (as I have repeated below).
>Ended up with a nice extra list of ideas but no time to implement them.
>Forgetting how the code works a week after writing it! And then wasting time picking back through it (even with comments) - is really not fun. If the code lines could be coloured for the different sections that would help (am using gamemaker).
>Started late (again), which really doesn't do the project any favours.
>The idea of the game wasn't nailed down firmly enough. It up leaning partway to being arcadey, part to being sim-like (with the hampered turning for example which relates to speed), and as a result feels like a bit of a muddle.
>Crappy audio, done in the last minutes and it shows.
>Got sucked into the details too much rather than getting the overall game working (such as the route finding for the snake thing).
>Collision needs a rethink - as there's some odd snagging issues which may be in part due the the sprite rotating. Further complications come from enemy subs bouncing you between themselves and the wall - whole thing just needs to be addressed from a fresh perspective.
>It kinda cheats on the whole cockpit concept, as the view is more of a cat playing an arcade machine than an actual cockpit.
...still - on the bright side its always fun to enter these things
