Yesterday I Did a Hackathon, and Here's What I Learned
Yesterday, I attended a game creation hackathon at the Dutch Game Garden in Utrecht, courtesy of HackersNL. We had eight hours to create a game based on content from "Open Culture Data sets", which is a grouping of data sets involving the Netherlands. We had at our fingertips the works of the Rijksmuseum, sounds of the Netherlands, maps from the Dutch golden age, among other things. At the start, I had no idea what I would work on. I thought I might make a Memory-style game where the cards have Dutch works of art on them. However, I eventually had a better idea: I ended up writing a game where you play a thief that sneaks around the Rijksmuseum at night, stealing works of art and hiding from the guards. But the game isn't important: what's important here is the knowledge I gained during this experience, which I would like to relate to you now. A lot of it are things I already knew, but the experience really helped to drive it home! I'm mainly writing this to gather my thoughts and serve as a reference to my future self, but hopefully you will be able to learn something too, get motivated to take part in a hackathon, or at least relate to the experience.
I can put a lot of code out in seven to eight hours
I made every attempt to optimize my workflow for output of code, and it paid off. I avoided looking at my news feeds, Twitter, and Status.Net, and I stayed off of chat and IRC. I seldom checked my e-mail, and I only visited my browser to view documentation. I was able to churn out what I felt was a good amount of code. It wasn't the highest quality of code, but it was far from my worst. It seems obvious, but it's amazing what removal of distraction can do for your productivity. This is probably the lesson I want to apply most in my job and my open source development.
Sticking with the familiar was wise...
I had a few ideas on what to use for my game (even though I had no idea what kind of game to write); I was thinking of playing with Squeak Smalltalk (something that's been on my list of languages to thoroughly research for a while), or perhaps using Perl 6 and its SDL library. However, I ended going with Lua, a language I know and adore but I don't use often enough. Using Lua really helped, because I didn't have to think about particulars of the syntax or the standard library.
...but there's a lot to love about LÖVE
I did take a bit of a leap when it came to choose my framework for writing this game: I ended up using LÖVE, a 2D game framework for Lua. I had no exposure to LÖVE before yesterday (other than a few small samples), and I was amazed at how easy it was to pick up and use. If I end up writing more games in the future, I will likely reach for LÖVE first, and I will recommend it to aspiring game developers who wish to use Lua.
Reinventing the wheel is dangerous
I kept the game very simple: I used colored boxes for the character and features of the level. So when it came time to add collision detection (to make sure the player can't walk through walls), I decided to do it myself, secure in the fact that I wouldn't need something "as heavy as a full collision detection library". Detecting collisions between bounding rectangles is fairly simple, but it had been some time since I had written anything like it, and it's hard to get perfect. At first, it worked, but the player couldn't walk down corridors. Then that worked, but a player positioned just the right way could slip through walls. All in all, I ended up wasting about an hour on this "simple" task; an hour that could have been spent adding some cool new feature.
Premature optimization is the devil
When I implemented collision detection, I could have researched some advanced algorithms to make sure that I was only checking bounding boxes in the vicinity of the player, or I could have implemented some logic to load images in the background while the player reads the introduction. In the end, I did none of these things, and I feel it really helped. The game ran perfectly smooth when I demoed it at the end of the day, without any profiling or optimization on my end. This doesn't just apply to speed and memory usage; when I was about to add some maze-generating code to add obstacles for the player to hide behind, another hackathon participant suggested that I simply use level layout files. This saved me a lot of time (writing the level loader took five to ten minutes), so I learned not to add the fancy, complicated feature right away if a quick, simple, and effective substitute will do for the prototype.
Revision control is your friend!
This is probably the advice that I know in my head and in my heart, but I still need to put into practice better. Sometimes, when I start
a new project, I simply create the project directory and start coding. Only after I have put an hour or two of coding behind me do I think
to do a git init
. By this time, I have added the basic skeleton for the project, added some features, and fixed a few bugs. Making sure
I start with revision control off the bat is probably the lesson I need to apply the most.
For some reason, I didn't use any revision control for the hackathon. I didn't think it would slow me down; I guess I thought it wouldn't matter because I probably wouldn't be touching the code again after the hackathon, and I had no intention to publish it. However, this time (like every time I 'forget' to use revision control), I ended up breaking things horribly halfway through writing a new feature, and I had to back out a lot of changes to get things working again.
Next Time...
I had a lot of fun at this hackathon (as another participant pointed out, it has a different feel than writing code for work or for open source), and I would like to do it again some time. The next time I do it, though, I aim to make a few changes.
Use revision control right away
Like I said above, revision control is your friend. It doesn't take that much time, it's cheap, it can save your skin from time to time, and it provides an interesting overview of what you did when.
Gather statistics of some sort
Next time, I would really like to know how many lines of code I generate per hour, what files I touch most at what times, and maybe even what kinds
of changes (adding vs moving vs deleting code) I make over time. So, before my next hackathon, I intend to write a little script named trackathon
.
This script would simply watch your project directory using inotify, and make note of changes you make to the project's files over time. By the
end of the day, I hope to have some interesting graphs summarizing how the day went. It probably won't be terribly useful, but it will probably
be cool to look at and fun to do!