Not again.
[NOV 12, 2025] [GIMERSIA 2025]
This is one of my first game that used OOP in the development of it. Even my PM's friend say it should be like this. But actually, it was never like that.
The goal of OOP is to make sure programmer doesn't need to re-read the old code or repeat themself for same logic. But in this game i use that very wrong. The bad OOP just makes another burden rather than helps me, its makes me need to tamper with the main codebase and trigger more bugs.
Because of the unplanned nature of this project, causing my system to always broke as i never expected what mechanics that would been made on next day, especially this jam just run for 5 days. "If there is a cool idea, implement it NOW" was a project, this is it. As i try to make sure the idea is constrained at the start but my team is overestimated my programming skills.
The failure of this game causes our team, "Stardust Studios" to vacuum for a long time, or we could said it was disbanded due how we expect this game would be better than Y.A.P.P.I.E, but we forgot that it was made in almost a month but this game is made within only 5 days.
This is the project that taught me, an unplanned project would just bring disaster, not a product.
