Postmortemesque
First off, if you have any comments about our game, feel free to leave them here. Any and all feedback is appreciated. Second, the OS X binary we uploaded, even though it says it's universial, really isn't and is intel only. Sorry about that. Anyways, onto the thoughts and discussion!I'm happy the way our game turned out, but I know it could've been much much better. With the cometition timed as it is, a lot of the people we had doing assets, playtesting, and the like last time were unavailible. I myself work at a University and it was on during the first week so I didn't get much done.
A lot of our stuff is taken from creative commons or other equally free licensed areas. This helped us out a lot and made our game seem a lot more polished than when we had arrows for ships. In all honesty, I liked the idea of having our own stuff in game. But we just couldn't do that and code all we wanted to. If I haven't mentioned yet how much I hate trig, and more to the point trig that only works in one quadrant, consider yourself lucky ;)
We all suffered from a fair lack of motivation and didn't put in near as much effort as we did our last game. All of us were very busy at work and that just didn't translate well. I also started playing WoW the week before and that may have had some small effect, but I doubt it. We could have benifted from more levels, but I feel we have enough in there to give a sense of what the engine is capable of and to leave the player with an idea of what we wanted to do.
The code itself started out very much all over the place and over time grew tighter and tighter. Our final entry felt very polished. There were very few hacks and several places where our elegance and cleverness made us giggle with mirth. Thankfully we never had to debug those. That would've been hell. Of course, the final verdict on how we did is up to the masses.