{"author_link":"\/users\/biocrust","author_name":"Biocrust","author_uid":"biocrust","comments":[],"epoch":1502022595,"event":"LD39","format":"md","ldjam_node_id":48397,"likes":3,"metadata":{"p_key":"100473","p_author":"Biocrust","p_authorkey":"1046045","p_urlkey":"316183","p_title":"How Ludum Dare changed the way I think of game development...","p_cat":"LDJam ","p_event":"LD39","p_time":"1502022595","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":"1046045","us_name":"Biocrust","us_username":"biocrust","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":1,"author":46045,"body":"![Image 037.png](\/\/\/raw\/dd3\/b\/z\/8b62.png)\n*It's very lonely and dark in space*\n\nAll of the projects I previously started were never finished. Not from the lack of resources or skills, but from just how insanely high I used to set the bar. It was always my mind, nothing else, keeping me from finishing. To be fair, even for this project (https:\/\/ldjam.com\/events\/ludum-dare\/39\/comms), I set the goal a little bit above my reach: somewhat AAA look, VO, high quality sound effects, etc. I'm yet to get a voice actor. \n\n![Image 019.png](\/\/\/raw\/dd3\/b\/z\/8b5f.png)\n*The lit interiors look cozy and safe...*\n![Image 023.png](\/\/\/raw\/dd3\/b\/z\/8b61.png)\n*...Contrasting with uncomfortably dense darkness*\n\nOne important thing I learned is to prioritize getting the project released over hitting overly high quality standards (\"overly high\" for an one-person developer). This means that some things have to be replaced or removed, e.g. I had to replace VO with text boxes that narrate what's happening in the game. I think it doesn't break the immersion as much as mute subtitles would, and it doesn't leave player wondering what's going on.\n\n\n![Imagezxzx 4.png](\/\/\/raw\/dd3\/b\/z\/8b5d.png)\n*The story is explained through text boxes*\n\n Now I'm getting back to some of my previous projects, and my mind now seems to be able to draw a development path that has an actual end, and considers solutions that get the thing done timely, instead of doing something overly ambitious that takes indefinitely long (e.g. writing a level generator for a game, going crazy with features for it, never finishing it, forgetting there even was a game in the first place). \n\nThat said, do I consider Comms finished-finished? No. I'll keep adding more to it, take it to Steam, and hopefully start making money. But besides Comms, I've a lot of projects to get back to and finish.\n\nFollow me on twitter (@biocrust) for updates!\n\n\n","comments":2,"comments-timestamp":"2017-08-06T13:18:26Z","created":"2017-08-06T11:37:45Z","files":[],"files-timestamp":0,"id":48397,"love":3,"love-timestamp":"2017-08-06T19:19:18Z","meta":[],"modified":"2017-08-06T19:19:18Z","name":"How Ludum Dare changed the way I think of game development...","node-timestamp":"2017-08-06T12:39:43Z","parent":46138,"parents":[1,5,9,32802,46138],"path":"\/events\/ludum-dare\/39\/comms\/how-ludum-dare-changed-the-way-i-think-of-game-development","published":"2017-08-06T12:29:55Z","scope":"public","slug":"how-ludum-dare-changed-the-way-i-think-of-game-development","subsubtype":"","subtype":"","type":"post","version":137625},"node_metadata":{"n_key":"48397","n_urlkey":"316183","n_parent":"46138","n_path":"\/events\/ludum-dare\/39\/comms\/how-ludum-dare-changed-the-way-i-think-of-game-development","n_slug":"how-ludum-dare-changed-the-way-i","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"46045","n_created":"1502019465","n_modified":"1502047158","n_version":"137625","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/comms\/how-ludum-dare-changed-the-way-i-think-of-game-development","text":"![Image 037.png](\/\/\/raw\/dd3\/b\/z\/8b62.png)\n*It's very lonely and dark in space*\n\nAll of the projects I previously started were never finished. Not from the lack of resources or skills, but from just how insanely high I used to set the bar. It was always my mind, nothing else, keeping me from finishing. To be fair, even for this project (https:\/\/ldjam.com\/events\/ludum-dare\/39\/comms), I set the goal a little bit above my reach: somewhat AAA look, VO, high quality sound effects, etc. I'm yet to get a voice actor. \n\n![Image 019.png](\/\/\/raw\/dd3\/b\/z\/8b5f.png)\n*The lit interiors look cozy and safe...*\n![Image 023.png](\/\/\/raw\/dd3\/b\/z\/8b61.png)\n*...Contrasting with uncomfortably dense darkness*\n\nOne important thing I learned is to prioritize getting the project released over hitting overly high quality standards (\"overly high\" for an one-person developer). This means that some things have to be replaced or removed, e.g. I had to replace VO with text boxes that narrate what's happening in the game. I think it doesn't break the immersion as much as mute subtitles would, and it doesn't leave player wondering what's going on.\n\n\n![Imagezxzx 4.png](\/\/\/raw\/dd3\/b\/z\/8b5d.png)\n*The story is explained through text boxes*\n\n Now I'm getting back to some of my previous projects, and my mind now seems to be able to draw a development path that has an actual end, and considers solutions that get the thing done timely, instead of doing something overly ambitious that takes indefinitely long (e.g. writing a level generator for a game, going crazy with features for it, never finishing it, forgetting there even was a game in the first place). \n\nThat said, do I consider Comms finished-finished? No. I'll keep adding more to it, take it to Steam, and hopefully start making money. But besides Comms, I've a lot of projects to get back to and finish.\n\nFollow me on twitter (@biocrust) for updates!\n\n\n","title":"How Ludum Dare changed the way I think of game development...","wayback_source":[]}