This blog post is posted as a part of the Hurdles series of work and tell game development. To find out more about Hurdles, please check out our handy FAQ. This blog post was provided by Stephen Smith for his game El Lobo Lives.
These hurdles these last four weeks have been a great opportunity to motivate myself to work. I started on what would become El Lobo Lives at the last Ludum Dare (I don’t remember the exact date), but due to technical difficulties was only able to get the wolf model done. I wanted to use this as an opportunity to create something from scratch. I didn’t really expect a game as an end result, more like a prototype of what I was capable of. I knew the 3d modeling stuff wouldn’t be much a challenge since that is where most of my experience lied. I just needed the push of the week time frames to get myself to do it. Programming has always been my short coming, so when I reached that point in the development process the whole project came to a halt. I had all these great animations for the wolf made up, but could only figure out how to do the walking and the idle animations. If I could go back I would try and combine more for the 3d modeling hurdles together, so that I could spend more time on the programming. In the end the only thing that was programmed was the character’s movement, there really wasn’t much game expect for moving around the world. I think I spent more time developing the terrain then I did adding any gameplay elements into it. A word of advice for future hurdlers would be to identify you weak points early on, don’t delay them till the very end and spend all your time on things you are already comfortable doing.