ball and drop | Week3 the postmortem


Hey there!
Rechro here with the 3rd week postmortem.
I'm starting to grasp the concept of making games.


The idea:
drop the ball. How to make dropping a ball into a fun game? Looking at 'needle drop' game from the past. The inspiration was from there.

What went right:
Everything almost went right this time. I could say it's amazing! Over-scoping is one of my bad habits.

What went wrong:
Not ENOUGH JUICE! At the current state, it's plain and simple. How to add juice? I'm still not sure about this one and need some more research.

What I learned:
Multiscene management. Treating the scene just like some sort of container, a layer. Make things separately and then assemble them together. This concept is one of the things that I have been working on to be 'cemented' into my way of thinking.

Static and singleton. Or at least, there must be some kind of way to tell the 'highest game controller' in the game. Combined with events, this will make things organized. (I still need to experiment more with them, tho)

Using version control gives more freedom to break things up and recover fast. I forgot if I mention this from the last week or not, but we will leave it as it is.

What next?
Of course, we're making JUICY JUICE next on week 4!


See ya!

Files

Drop The Ball v0.1.zip 23 MB
Apr 11, 2021

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