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.

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