Results are out!
#101 Mood(Jam) 3.85
#209 Audio(Jam) 3.52
#243 Graphics(Jam) 3.89
#423 Innovation(Jam) 3.20
#507 Overall(Jam) 3.27
#514 Theme(Jam) 3.38
#754 Fun(Jam) 2.85
Discussion:
On a first glance they look awful, especially with the very low Fun and Overall ratings, which tend to be highly correlated, but I don't think it's all that bad. I'm completely fine with the Fun rating being low seeing as we really didn't design a specific mechanic, and that wasn't our goal in the first place. Most importantly, we also achieved the
best ranking in any category so far (#101 with Mood), and Audio and Graphics were pretty high, which is what we were aiming for.
I'm glad that we've finally
figured out how to test shaders for ATI/Intel which was always a big problem, and besides, what point is there making all these effects if they won't run on the player's computer. I think this will help us immensely in the future, and not just for LD games.
I'm curious how other participants think we can improve further.
1) I personally think we could get a lot more freedom if Spring's game<->map settings were a bit more flexible. I would like to have the ability to run games without a map, and not just for lobbies, but for real games (space-themed ones being the first thing that comes to mind), and I would also like to have multiple maps running for the same game simultaneously.
2) The next thing on my list (and much more difficult imo) is to have proper unit<->unit colvol collisions. This would not only give us better physics, proper walls/rooms and larger objects, but probably also things like bridges and ramps (interestingly, while pathfinding wouldn't work, I don't see what would stop us from making unit-bridges with working collisions).