Week of Awesome I V - Overdue Post Mortem
So now a week has gone by and the dust has settled.
I had quite a bit feedback, some good, some bad, but one thing stood out:
The spike collision. The collision box is too big.
And the worst? I knew it. I felt the same way, but for some reason I always thought it would work out. Well, it didn't :)
So far everything else was mostly fine. I had no crashes, no "doesn't work" or hangs or other glitches. Or people didn't tell me.
As stressed on day 6: Feedback is the most valuable thing you can get from a competition like this. I often use these small games to have new features tested. I didn't this time around though.
A similar competition that ends tomorrow had me testing my new DX11 renderer. That one didn't work for one player; this made me realize, I had different renderers (DX8, DX9, DX11), but no fallback routine that would try all renderers before giving up. It's now added, and lo and behold! My engine got a bit more stable.
All in all I'm pretty satisfied with my entry, although it looks retroish. I think the atmospheric idea worked out quite well, even if the game is not too much of a game.
So, when's the next Week of Awesome? ;)
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