What screwed you up last time?
I think it might be useful for people to know what big problems people faced last pyweek. I think mine was lack of focus and starting off on the wrong plan. I didn't really make anything innovative because I was so busy trying to make a game.(log in to comment)
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This time around we have 3 backup's for out networking code, so it should work, and we have more programmers so some of us can devote to it the whole week :)
Oh I can mention several things where I have screwed up in previous pyweeks
- Not giving enough time to playtest/fix/retest, adding features that change playability until the last minute.
- Getting sick all week long :-/
- Putting mathematical/algorithmical perfection over playability (sometimes the most precise simulation is not what is "intuituve" for the player)
- Not testing enough
- Implementing physics for a game where simple heuristics were ok.
- Using buggy libraries
- Not planning time to test
- Not knowing the tech well enough (although I usually do this intentionally, even knowing that it is not good, as a way to learn :) )
- Did I mention how important it is to game test if you want to make sure that there is fun in the gameplay?
And probably there's more...
Martin on 2008/08/28 13:07:
I wouldn't say it screwed us up, but we spent quite a lot of our time wrestling with bugs and memory leaks in an (at the time) alpha release of a library (pyglet 1.1). Alex Holkner was really helpful, fixing issues as we discovered them, but I think we still lost quite a bit of time tracking down bugs that turned out not to be in our code. This time around, we're going to be spend more time tracking down our own bugs!