How to: failure
blog.amos.me1 pointsby nddrylliog0 comments
- I find it hard to write bad ooc. The language is smart,
but not too smart, so you can write code that's concise
yet not too confusing.
- Moving up from C, having a single tool manage the build
of your whole project is really cool. I recently added
cross-compilation support, so I produce the Windows, Mac,
Linux 32-bit & 64-bit builds from the same machine.
I have a simple Makefile for tasks like packaging so
releasing a new build is a 'make deploy' away!
- Recent versions of rock have gotten relatively good at
error checking (there's still plenty of room for
improvement), but it's often a lot more helpful than
well, most compilers I've seen. (Clang isn't bad, but
it's C, so it can only help you on a low-signal level).
- Most of the libs I wanted to use (SDL2, SDL2_mixer,
OpenGL 3.x) already had bindings, and for the others
(stb_image, etc.), well, I wrote'em. It's usually a
matter of neatly organizing C functions into an
object-oriented-ish interface.
I'm not trying to sell the language here so I'll stop, but mostly - for this project, after 5 years spent working on and off on the language (and peripheral projects), it got out of the way. I could just write what I thought and it worked. From what I gather, it's a rare satisfaction in the software craftsmanship realm :) - It's the first commercial game fully made in ooc
- It's sold only on itch.io (which recently made HN frontpage)
- It was originally a Ludum Dare submission
- We just released a Christmas update!
- It's lame because the game is not about killing stuff!
I have no idea how this post will do, but I'll happily take your questions here. Thanks for your attention and happy holidays :) - Upload your game & customize your game page in a few clicks, without artifical walls: check
- Quickly generate download links for press/friends and monitor their download count: check
- Manage sales / price / updates from the web interface: check (instead of having to e-mail people a-la Humble widget)
- Check out analytics on page views / buys / etc. - check
Since the default page look wasn't enough for me, I simply used the widget on my game's website, and it works perfectly well.
And 3, I definitely want in. If only because I enjoy playing platformers with controllers so much. The only "problem" is that controllers are so wildly different from one another -chances are, most customer complaints we would have gotten would have been about that! It's definitely slated for an upcoming build.
As for 1, that's a non-trivial feature do to how levels work, but it's also definitely something we want as the game expands. As it stands now, with two separate worlds, it's not too hard to finish each in one go, yet saving would be nice, especially as more complex quests get added and potentially spawn multiple worlds.