I have an advantage over my former self this time around: I've potentially been drugged to productivity. The doctor's prescribed Wellbutrin, which is great stuff if you can avoid the lovely side effects such as seizures and hallucinations. I think it's done a little to settle my confidence undermining cognitive dissonance, something I've a habit of savoring a bit overmuch in my extended free time.
June 1st isn't very far from now, and I've lost a few days to not being aware the competition had begun, what with my latest existential crisis about having put myself on antidepressants for the first time in my life. God, I'm fucking emo sometimes. However, I don't anticipate needing more than a three weeks, provided I don't get sidetracked with shit. (My sister's visiting for a baby shower this weekend, for example - I'll probably end up having to watch the nephew, blargh.)
Bad news: I just discovered that my old backups were not as complete as I thought, so I didn't have the code I thought I did. I'm going to have to rethink this, because starting from scratch doesn't quite ring "get something done" as truly.
Anywho, here's my goal in my GSDC'11 game:
Squad-based combat game. I've already got the code for unit-based visibility mechanics, and I think that's 9/10th of it. Randomly generated maps. I've already got some of the code for that too and have pretty much figured out the design metholodogy that involves building on templates. Persistent state assets between maps. In other words, your squaddies gain experience, you have equipment, ect.
The main challenges I can foresee undergoing will involve:
I will need to refamiliarize myself with BYOND. I haven't been coding hard in months. I will need to modify my existing code to suit the new project needs. I'll need to create a lot of new code and assets to bridge the gap the rest of the way. I will need to finalize the game into a "finished" state, which I've been notoriously bad at, and upon successful completion will likely freeze over Hell briefly.