Operation: Florist – Post-mortem.

What went right:

– Starting with an existing game instead of a fresh project. Having something to play from day 1 meant I could easily implement and test new features, and also meant I didn’t need to spend much time adding simple, generic functionality.

– A test level was implemented early on in development. This allowed me to test any new features that were added in an environment which closely resembled the final game.

– The game features were quickly fleshed out on paper before any programming was done. This took very little time, yet it gave me a good idea of which features needed to be implemented early, which features could wait, and which were not essential.

What went wrong:

– No real testing occurred until late on in the week. Features were added to the game, tested to make sure they were functioning correctly, and then often disabled when testing other features (for example, the turrets were implemented early on in development, and then hidden to make testing other features easier). As a result, the game didn’t really come together until the last minute, only for me to realise that it wasn’t particularly fun and needed changing

– Very little creativity went into the design stage. The game took an hour or two to design, and the rest of the development time went into programming and creating the sprites. While this meant I was able to implement most of the functionality, it also meant that the game lacked any real originality.


Operation: Florist

Operation: Florists' only level.

Operation: Florists' only level.

Operation: Florist is a game I put together in a week for Septembers’ “Failure” theme on Experimental Gameplay Project. In this game, you play a depressed rescue pilot who can’t quit his job because he works for his father-in-law. He decides one day that the only way out of his hellish job (and into his dream florist job) is to perform poorly and get fired.

There’s a readme file in the game folder with a few more details. The game is written in C++ using SDL. I started the week with an old game I hadn’t finished and worked from there. The sprites used were made by myself during the course of development, and the sound effects were obtained from various free sites.


I’m a little disappointed that I tied my game to the theme so loosely, but next month I should be able to spend a little more time thinking and a little less time wrestling with old code.

Next up, a post mortem of what went right and what went wrong during development.