Postmortem
A colleague and myself sat down Monday after work and decided to make a game using pyglet. Neither of us had ever used the library before, and it probably shows in our code! I am seasoned veteran of pygame, and I doubt I will ever go back to pygame, as pyglet, despite it's rough edges, is already better. A third colleague joined us on Tuesday, and we had a few more hours on Thursday night to work on it. So we got a lot done for the very small amount of time we could spend on it.Things I like about our game:
- it's "complete" (if basic and short), there's a full level from start to boss (it only takes about three minutes to play)
- the graphics - I think it is the best looking game in pyweek 6!
- it's expandability - it should be easy to add levels to make it a big, real, game. Especially a volcano/lava level
- the AI on the enemy tanks ... we were aiming for early 90s arcade adventure and I think the enemy tanks really capture that feeling.
What I don't like:
- We had to strip out a lot of ideas, including
* transforming your robots into tank and helicopter and battleship
* air strikes
* bridges + water
* NPCs items you could blow up (eg huts)
- the bugs - pyglet memory leak, the boss doesn't fire bullets from his other canons
- lack of menu + save + highscores (always the first things to go)
There we go, my postmortem on Robot Supremacy!
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* A bug with memory leaking, about 2mb a second. Others have reported it with text but I don't think ours was ... it was when we were adding bullet sprites (and yes we were removing them from our bullet list when they went off screen).
* collision detection was non-existent
* I wrote a sprite library for pygame that I really missed. Maybe will try doing a new version for pyglet
As for collision detection: I'm hoping some modules will become available as other people such as yourself find the need...
I really enjoyed your game by the way, especially playing with the robot formations.