After the rain...So, PyWeek is over and so am I... really I'm dead after soo much. But it was quite fun participating so I'll be looking forward to the next compo, and this time I'll make sure to have my libs and planning done so my code won't look like a complete mess of locals and globals flying everywhere and almost no classes whatsoever.
Anyways, things went quite the other way around in this week. At first I had no idea at all for the feather theme, but then I just thought of merging all themes into one big game, so it should be easier. Well, somehow I guess it was. Doing a platform was quite fun, but I completly skipped the planning part and midway through the game I had was completly different from what I had in mind.
The original plan was really a math-ish puzzle game, where you would have to toggle switches to activate paths and portals, but I planned maps a lot larger than the ones I ended up making. Then I remembered pygame alone is not the best to make update-the-entire-screen-every-frame games and dropped the idea. Then I just focused on getting some functional stuff done and started writing a lot of codes at random.
The results, although I did made it to the deadline, weren't that great. As you can see by looking at the code (please don't do that, most of things there are sorta shameful .-. although there are something useful I wrote on the last days of the compo, like the novel manager thingy) everything is a mess and most of things I wanted to do I couldn't just because I spent a lot of time doing things that I needn't either because I could just pick up some lib or go without it. The complex map module I wrote at first was one of those all-not-needed things. I really didn't need something with lots of frames where player would have the ability to jump and such.
After all I had a lot of trouble editing code and some bugs resulted from this. Like sometimes if you press escape and select don't exit the game, the game will keep asking if you want to exit what is sorta annoying. There's also a bug in collision system where feathers will just pass right through bugs but won't kill them, but this should be something with the mask module, I didn't had really much time to work around this, but some bounding box collision should work perfectly here.
In short, there's a list of things that didn't work to me in this compo:
- Did no planning whatsoever (my todo lists couldn't be taken as a planning)
- Spent precious time working on the wrong things.
- Made a mess of locals and globals on the code, which leds to bugs and difficult to edit the code.
- Spent precious time doing nothing but looking at the console screen waiting for some brilliant idea to pop up out of nothing.
Things that I learned during this compo:
- How to use bitmasks and pixel-perfect collisions in pygame
- I should make plannings before go writing things at random
- I should use OOP to get things more organizated
So, I'm ready for next PyWeek, with a bit more of knowledge on how to make a game. And hopefully next time I'll have a fun game that won't have a completly messed source code.
Btw, I guess I'll keep working on this game, maybe I can get something interesting out =D
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