Where to begin. I am only counting day 7 from when I woke up - not the 4 hours after midnight of day 6 before bed. We entered the day with a massive list of things to do....and some major bullets on the list such as these (
[]Transitions
[]SFX
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[indent=1][]Deaths
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This is a sub-list from the original list that we had identified for the most part in day 1.
Thoughts
This was the first time I was not screwed over by an artist (7 different ones). By screwed over I mean they were all gun ho about making games, we talked about some ideas, some we even went as far as a game design document and I started to code, but in the end they never produced a single piece of art.
The result - amazing. It has re-fueled a previously burning passion in me to make games. As for the game itself, we hadn't even had levels 2-4 drawn, let alone mapped as of late in the afternoon and we hadn't even taken a crack at balancing. At the end of the day though, we have 4 great levels, the game play is nice and difficult - albeit very buggy.
Conclusion
Personally, I have mixed emotions about the game but I am happy @MusicboxDancer convinced me to participate. We made a hard game which is exactly what we were going for.
Stay tuned for a postmortem.
Well, I can tell you first hand it happens. Artists, just like coders, get busy. I have had numerous coders just poof on a project because they were not obligated by money. That said, I have poofed on people, or had shit go crazy stupid busy and delay a project I had elected to work on. (just ask DSM) It sucks when it happens.