Things went well at the start of the month, and I got a lot of work done on the game. In the second half of the month, things started taking longer and started requiring more knowledge of how cocos2d works. I never felt like I understood how exactly cocos2d’s event model worked, because I never did figure out how to have multiple things moving in the game at the same time. There seems like there should have been a way to set up a “do-x-per-tick” way to do events, because it’s common in games, but I never figured out how to do it.
And while I was struggling to get this figured out, I also got sick, which dramatically curtailed my ability to work on the game after the 22nd or so.
I enjoyed working on the game, and I think that doing it sort of like NaNoWriMo also worked well. One of the big differences I realized is that it’s not really possible to get stuck in NaNo and not know how to proceed. Coming up with a story doesn’t require the tools to be properly understood (assuming you’re not doing it in a text editor with obscure command such as vim or emacs as well as writing), so there’s not really a way to get stuck. Even if the story isn’t going anywhere, you can always move on to the next story.
I think cocos2d is significantly better suited to doing 2D work than Panda3D, which is reasonable, given their focus. I’m glad I didn’t end up using Panda3D. However, cocos2d doesn’t seem to have many examples, the docs are very barebones, and it hasn’t been updated (as of when I wrote this) in 14 months, which is starting to look like an abandoned project.
Would I do it again? Probably. We’ll see next year.