My Past Pyweek Mistakes

Pyweek #1. Quido: The Failed Experiment

The game wasn't fun. I focused on eye-candy, and gameplay suffered. Placed second overall, first in production.

Pyweek #2. Corsair

I tried to build a MMO. Geez. Nuff said. The game might have done better if I had created a bigger universe (The server ran out of planets to allocate to new players, so most people got a black screen on startup). Didn't place at all.

Pyweek #3. No starter.

Problems at work nuked my brain, and I only got as far as the basecode. I didn't finish an entry.

Pyweek #4.

I work for myself now, so I can probably make time to compete. I'm also working alone, so perhaps I'll aim for something more achievable this time... or maybe not! :-)

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Comments

I always hit a graphical show-stopper and then spend all my time trying to nut it out. It is always fun to do though and I always get deeper into opengl every time I try! :)
I was only able to compete in the first pyweek, but my general strategy is to make the best, funnest game that I can within the theme and time restraints. My game in pyweek 1 was my favorite game to play of all of them, so even though my team didn't place in voting, I was still able to be proud of what my friend and I accomplished. There is a strong difference between participating for the crowd and participating for yourself. Most people don't spend more than a few minutes for each game before voting, so to win the mob that first few minutes have to be exceptional.
I have learned the lesson that graphics isn't the only thing that matters in a game. I've been concentrating too much on the look and feel of the game and there by making games hard to play. My pyweek2 entry "Transporter" could invite users to play but could not grab them coz the levels were too hard :( should not have relied so much on my own ability to complete the levels :)). As saluk said.. if the game is easy to understand and play, you get a better response from the users.