
After spending 8 hours - first trying to fix a bug, then realizing that what I thought was the problem wasn't really the problem, then tracking down the new problem, then finally fixing it - it turned out to be a problem with calling a "1" when I should have called a "0".
2 second fix. 8 hour headache.
I learned a lot though, including the importance of planning your code ahead of time. Considering this game was built on-the-fly, that's something I will definitely keep in mind next time.
I've posted the "Almost Done" version here. It needs a slight bit of tuning for difficulty and spawn rates, but the main component is the whole point of this project in the first place - the music. I'm working with FamiTracker to write the music for the game, but that will likely be a whole day project. Once it's in, it will just be a matter of tuning the sound effects and volume so that it sounds good, and the project is officially finished.
Unless I decide to tackle a non-interactive intro sequence....which would REALLY make the game come together. So I might do that too.
During one of my mornings when I'm lying awake at 4am I had an idea for my next game. I'd aim for two weeks, but realistically I'm going to give myself a month.
After that, I want to tackle a larger project - a month to get a playable level going, then I'll see if it's something worth pursuing. My hope would be that I could submit something for this year's Independent Games Festival.
The deadline for submissions for next year's competition will be the beginning of November, which would give me 7 months. If I'm smart about the scope it's possible to be ready, but I'll have to see how the next few months go. I also need to keep in mind I currently have the luxury of not having a job (other than a one day a week teaching position at Vancouver Film School that starts next Wednesday).
Enough rambling for now.