I'll call it a game ...

Published April 13, 2014
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Here it is: http://www.procgames.com/demos4/notprocatall.html (might have seen that coming if you saw the last journal entry...)


Well, it is anything but finished ... only in the sense that I will not work on it any longer ... and it is buggy as hell.
I implemented the recursive trickling of merged tiles the ugly way ... and I did add

  • the removal of full rows (as a way to deal with low numbers under higher ones)
  • score counter
  • and a game over screen (which has a hard time showing up but it usually does eventually).

I would feel bad, because giving up is not a habit I should get into, but I think I can make a strong case for investing energy elsewhere:

1.) I am not turning this into a habit. I work as a programmer and I have to search for bugs and work on the same code for weeks or month. The resilience is there, working on this project would only be a nuisance.
2.) I have reached the goals:

  • I know how to use the cavas now
  • I have done something with JavaScript ... I even used some OO, even if the code is pretty bad
  • What I have gives a nice enough impression of what a combination of the game mechanics feels like

3.) If this idea can be turned into a real game it would take a lot of time and effort to find out how ... a lot more than just working on the game a few more days.
4.) It is not something that people are interested in. Hopefully nobody will study the code. People also apparently don't want to see a tutorial about basic games (https://www.gamedev.net/topic/654740-what-are-you-interested-in/?mode=show)
5.) It has nothing to do with procedural content generation ... which is what is currently occupying my mind. My heart is not in the project ...


So what is next?:
probably some more HTML5 / JavaScript experiments, this time with WebGL and without letting the code rot as much.
[quote]

You reached level 7 with 3787216 points.[/quote]
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