On Victoria Day Monday, I joined a handful of folks from the Hamilton hackerspace Think|haus in Mount Nemo to have a look at one of the leading location candidates for SoOnCamp 2012.
On April 21, a delegation from Kwartzlab made the trek to Toronto to check out fellow hackerspace Site 3 - and in particular their laser cutter!
The beginning of Day 9 marked a change in our goal planning. Up until the end of Day 8, our development was still targeting the path laid out in our original design doc on Day 0. While we knew after about Day 5 that we weren't going to meet all our goals, it wasn't really until Day 9 that we stopped and talked about our revised target. Considering what we had (and more importantly, what we didn't have), we changed the core of our game to better suit our development timeframe. Instead of "evolving a powerful dungeon-crawling character", our game was going to be about "destroying as many enemies as possible before dying".
We've wrapped up our penultimate day on this project. However, there isn't much time for reflection - in order to have something fun and playable for the final day, we need to push hard on Day 9. The goals for Day 8:
I've been feeling the effects of my early design decisions over the past few days. With this being the most involved game engine I've written, I've definitely suffered from the lack of experience, meaning most of Day 6 and 7 needed to be spent correcting those problems. This means that on the 3D side, a bunch of the requirement that we've needed to implement are far overdue, and are hurting our chances of meeting the Sunday deadline. The goals for Day 7 were:
Role-playing Games (RPGs) are all about the numbers. Quantifying attributes, calculating armor values, computing damage after mitigation; It's a thing of beauty for data geeks. Up until Day 6, we had enough on our plate to worry about just getting the world to work without thinking about the calculations and equations that are integral to it. But, finally, it's time to bust out the Excel spreadsheets, power up the calculators and do some math. The goals:
Day 5 marks the midpoint of our development cycle, coincidentally falling on a Wednesday. I think we've come a long way in just the first half of the project - the trick will be continuing that pace of development over the second half. Day 5's goals were a bit more modest compared to previous days. On the OpenGL side, I'm getting to a point where most of the development I'm doing is the kind of work I've never done before with this tech, so progress feels like it's slowing down.
After 3 days of solid development time, Day 4 called for a bit of clean up in the 3D engine code. It was work that needed to be done, but unfortunately not the kind of material that makes for a good blog post. The goals for the day were more nebulous, and performance a bit harder to measure.
Day 3 continued the trend of setting goals that were just slightly out of reach. They say you're not supposed to set unreachable goals, but it feels like, given the time crunch we're in, making these tight schedules keeps us working as hard as possible. The goals for Day 3: