What have you learned?

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12 comments, last by nes8bit 18 years, 6 months ago
For me, this project has been one of the most educational endeavours I have ever begun. I really learned a lot these past few months, especially considering that my last game was Pong (my entry is an RTS). So, what have you guys learned from this contest.
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Hmm, good question.
  • I've learned that I can work pretty fast and quite hard when I have a strict timetable (I currently get up at 0545 to squeeze in 90min coding before leaving for work, and often then work until 2300 at night after dinner.

  • I've learned that my other project - a racing game which is on hold - is WAY harder than normal game: this whole project has taken less time so far then I spent getting a half-decent tyre simulation. This project is just a game project and it's a lot more fun when you can add multiple features in a single day or even hour.

  • I've learned that my design methods can't be too crap - I re-used lots of code from my racing game in a totally different genre without too much difficulty.

  • I learned how to make a GUI system, whixh will be most useful to other projects

  • I learned a lot more STL than I did before
  • Enemy AI is tough ****.

    edit: i have no grammar
    Don't try and switch harddrives in the middle of development if you don't have access to all the drivers needed.. =/

    Also, it's better to have a team.. One-man projects with such a short devolopment time can make the average person go insane..
    Check out my 4E6 progress!( Personal Guarantee! You will NOT get rick-rolled. )
    I've learned so much that I look back at my pre-4E4 self in disgust. In fact... (spitting sound) I just spit on a picture someone took of me seven months ago.

    Prioritizing and working efficiently have been the two biggest things I've taken from this project.

    *Re-usable design patterns (that are easy to implement, easy to use, and easy to remember)
    *Realistic timing goals (If I say something is going to take me 3 days, It really will only take three days)
    *Adjusting my design to makeup for cut features (I've cut alot of features from the design spec, and if I didn't take a little time to redesign my game would be a hollow shell)
    *Modeling (I've learned how much I like to model, texture, rig, and animate)
    *2D art (I've learned how much I friggin hate 2D art!)

    I learned that I won't learn much if I continue to develop games.
    I learned that the contest is still open to entries and that trying to make an entire game in 18 days is a stressful endeavor.
    With love, AnonymousPosterChild
    i learned that it's impossible to make a 3d game in a month. i'll still be to make
    a 2d game though.
    Quote:Original post by skyfire
    i learned that it's impossible to make a 3d game in a month. i'll still be to make
    a 2d game though.


    Thats not true at all. I FPS in VB6 when I was staying in another country for a 4E contest. I don't know how many more impediments I can throw into that one, but I had a lot. Its just your scale of determination.


    Honestly what did I learn?

    I learned that I can't go back into this industry until I have working capital. Free work and free middleware packages just don't cut it. -_-
    I learned there is something called the STL and String Class in C++ that seems to make things easier.

    How to create a semi-usable GUI in Opengl.

    You can use up a whole three hours of programming time with a result of just changing two spelling errors in comments.

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