Global Game Jam 2011 Update 5
This morning was rather rough, there was little sleeping space and many more people stayed the night. No doubt we were all burning that midnight oil trying to wrap up games and eliminate bugs. After 8am just about everyone was up and awake, albeit very groggy and still tired. Scuba, Shaun, and I got right back to work. Meanwhile Dan and Steve were able to get some extra shuteye and recover a bit. We spent the morning troubleshooting and looking for a dirty nasty bug in our network functionality.
Our game is a two player RTS. One player acts as the host and the other connects as a client. This is all working fine and well, but our issue is with controlling cameras and passing states over the network. Debugging and QA is always on our mind during game jam development and we had already scaled our concept back to what we thought would be a manageable scope. Sadly, the troubleshooting phase has been much more of a beast than we had anticipated. A big lesson was learned this weekend, networking is a pain in the @$$.
This is one of those game jam games that is just too much game for one weekend. Although it is jam packed with animations, awesome art, glorious sounds, and hard code our game just won't be ready for prime time today. Our team has worked pretty hard this weekend, and I'm proud of the product that we've come up with. We will keep messing with the code until turn-in, but it's going to be tight.
Global Game Jam
Connect with me on Linkedin
Our game is a two player RTS. One player acts as the host and the other connects as a client. This is all working fine and well, but our issue is with controlling cameras and passing states over the network. Debugging and QA is always on our mind during game jam development and we had already scaled our concept back to what we thought would be a manageable scope. Sadly, the troubleshooting phase has been much more of a beast than we had anticipated. A big lesson was learned this weekend, networking is a pain in the @$$.
This is one of those game jam games that is just too much game for one weekend. Although it is jam packed with animations, awesome art, glorious sounds, and hard code our game just won't be ready for prime time today. Our team has worked pretty hard this weekend, and I'm proud of the product that we've come up with. We will keep messing with the code until turn-in, but it's going to be tight.
Global Game Jam
Connect with me on Linkedin
Labels: game design