Snake Post Mortem

Snake Post Mortem

Nov 16, 2017. | By: Ben Windley
1 min

What went well?

  • Line of sight worked well with snake, exemplifying the sense of claustrophobia.
  • The changing snake corner sprites added a nice feel of fluidity.
  • My scene management was easily expandable however having each scene in seperate classes would’ve made it much cleaner.
  • My menu scene was nicely organised.

What went wrong?

  • A lot of the snake/body interaction could have been handled far better if there were a dedicated snake class that interacted with the head and body
  • The corners were heavily unoptimised by changing sprite texture each update, a better method could’ve been having different sprites that are rendered depending on situation.
  • Line of sight was jarring at times, although this is expected.

What I learned

  • Class inheritance provides a nice default class system.
  • Vectors are useful for adjustable arrays of instantiated body parts
  • Having more classes dedicated as managers can be useful as an expandable, modular structure.

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