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.

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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!
I certainly wasn't screwed up in my solo. However, my team entry consisted of 2 people, and we didn't have very good communication.
I spent alot of time working on fun things to make (particle systems, neat atmospheric visual effects), but ultimately my game (robosub) just wasn't fun. Hah. This time I think I need to focus on FUN. I am also trying real hard to get up to speed on 3d, as I want to be able to do that too.
We spent 2.5 days on networking, and we ran into a couple bugs in both twisted and pure sockets (not in them, just our implementation it turns out ;) ).

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 :)
Mine problem was that i had very little experience. I had never written a sidescrolling game before and my collision detection was terrible.
Illness and lack of inspiration were my banes last time. :(
i had lack of time for the last one.
I had the same problems sjbrown did. I was sick all week and I simply couldn't think of a game idea I really wanted to work on. This PyWeek I have a lot of ideas for how I want to write my game engine, so even if I don't immediately come up with a good idea I could still get a lot of work done on it.

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...