Spellcaster Studios

Make it happen…

Throwing the towel…

Looking at what I still have to do to make the game playable, and considering the time I’ve already used up, I’ve decided to throw the towel…

I don’t have enough time to finish the game, and even if I can make it playable (which is unlikely), it won’t be balanced or fun.

I really underestimated the UI-making time on this framework I’m using. For really simple stuff it works, but this game is a bit UI-heavy, so it takes me forever to add options and make everything work properly and intuitively… I’ll probably need to review that for the next compo.

The other issue was that I tried making the game more data driven (so that I could have simple load/save mechanisms), by making most of the game logic in Lua… The problem is that I was making the logic in Lua, but the UI in C++, which meant passing data to and from, and that generates a lot of repetitive, error-prone code, besides super-ugly…

Next time, if I want to do something like this, I’ll have to stay either on one world or the other, mixing them doesn’t work that well…

screen07

The game itself had some nifty ideas, but it would take me forever to implement and (more importantly) balance it. I’ve never done an economic/political simulator, so this was a big challenge right from the start.

Maybe if I had a better UI framework or done the game fully in C++, it might be possible…

Oh well… Good luck everyone!

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