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(1 edit) (+2)

so I've been trying to write a postmortem for the first Zortch game
turns out writing a postmortem is not my forte
here is a very short one

Things learned:

  • people insist on 60+ fps for their games now 
  • it's not a good idea to make a game single threaded (vsync is unreliable)
  • if you have your own engine you need to plan for multi threaded from day one - as windows doesn't like multithreaded opengl (unlike linux)
  • people are all about the PS1 nowadays (low poly, unfiltered textures and so on)
  • a game that is always on sale is probably not a good model (seems to confuse people, low price associated with low value)
  • people will eventually demand gamepad support - might as well add it on day one
  • you cannot make a level simple enough where people not get lost
  • if your game is not on Steam it might as well not exist 😓
  • if you publish your game on Steam either add achievements on release or don't bother later (unless you want to start fights)


(+1)

Didn´t know about Zortch. I'm afraid my honeymoon phase ended in between Quake 2 and Return to Castle Wolfenstein, but I'm impressed with the game you build: from the artstyle, the level design, the gameplay, to the fact that you made your own custom engine (how much did that take you??)

(+2)

thank you ☺️
alas it took forever .. but depends on where you start counting 🤔
the game itself took 3 years - and it added many extras to the engine
but the engine itself was getting built on and off for 10-15+ years before that  🤔
it's hard to tell exactly when because it's  a repurpose of my old flash engine ported to C/C++
e.g. in Zortch 2 I still use the multi grid approach for collisions that  I made for my first flash game
with very few changes 🤔