I wish it hadn’t come to this, but it did. I have to put Wasabi Defense on hold for a while. In one of my previous posts I already mentioned it wasn’t going as smoothly as I hoped, and things have only gotten worse. The graphics are crappy, the code is a mess and it’s more or less screwed up. If I’m continuing on the project as I am now it simply can’t end well.
So here’s what I’m gonna do. The project will go on hold. It’s not canceled, and it probably won’t come to that. A while back I started working on a protoype of my next game and I’ll focus on that for now. I’ll announce what this game is one of the next days. While I’m working on that, I’ll think about how I’m gonna fix Wasabi Defense. Many of the graphics will have to be redone, and the code will need some serious reformatting.
The main problem was poor planning and poor code and resource management. I already realized this a while ago, so I started thinking of a system to organize code, graphics and sound, naming conventions, clear commenting rules, things like that. This should all help keeping everything well organized to prevent a mess like this from occurring again.
Also, some of the ideas I had simply sucked. The two static weapon turrets on both sides of the base were probably one of the worst ideas I ever had. Those are definitely gone! Now I’m thinking about it, I’m probably gonna have to do about 90% of the game all over again.
And there’s one more thing I’m gonna avoid like the plague: pre-rendered sprites made with Moray and Povray. Texturing is hard with these tools, and that’s why my sprites look so dull. For my next game I’m going back to vector graphics!


in 5-24-2008 @ 16:38:45
[…] Published in Wasabi Defense Yes, I’m still working on this game! A while ago, I decided to put Wasabi Defense on hold for a while because I felt it was turning into a crappy game and needed some serious redesigning. […]