{"author_link":"\/users\/4kbshort","author_name":"4kbshort","author_uid":"4kbshort","comments":[],"epoch":1512452938,"event":"LD40","format":"md","ldjam_node_id":68117,"likes":0,"metadata":{"p_key":"105661","p_author":"4kbshort","p_authorkey":"1003127","p_urlkey":"321470","p_title":"48Hr Post-Mortem","p_cat":"LDJam ","p_event":"LD40","p_time":"1512452938","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1003127","us_name":"4kbshort","us_username":"4kbshort","event_start":"1512086400","event_key":"70","event_name":"LD 40"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD40","removed_author":false},"_superparent":49883,"_trust":1,"author":3127,"body":"My last LD was for #38 and I worked on the game on a handheld (Pocket C.H.I.P.) and Pico-8 while at work on the weekend. This caused a lot of stress even though I was able to finish.\nThis time I had the weekend off and was able to dive in right from the beginning. I knew I wanted to make a game using LUA and something other than Unity as I am trying to move away from it (it's nice, but doesn't work for what I do). Two days before the jam I had started to use LOVE2D, but did not know enough to make anything with it so I ended up working in Pico-8 (https:\/\/www.lexaloffle.com\/pico-8.php) which is a self-contained game suite designed around the idea of \"forced limitations\" and makes a very good prototyping system.\n\nNow the theme itself was one I voted for, but I had actually already started designing games in my head around another theme I was hoping for. So when the theme was announced I ended up kind of stuck in my head on a certain idea that wasn't fitting the theme. I was streaming my production for a bit and a lot of ideas were thrown around and I started to build the framework (literally the picture frame) of a management or adventure game, but quickly lost interest and stopped working on it.\n\nAfter that I took a break for about 12 hours. Streamed some other games, and just sat and thought about what to do. I ended up going with an old idea I had that fit the theme well: Zombie Chess. After that it was pretty downhill as Chess itself is a very structured game, but doesn't require you to have any real limitations. Once I had the board drawn, the pieces set up, the turns, and the ability to move pieces around the board the only thing I had to add was some rules for how the game played; how zombie chess pieces were made and a winning state.\n\nOverall the entire process was smooth, felt good, and I learned a few new things about LUA I didn't know before. In fact, the entire process probably took less than 15 hours of actual art and coding to complete.\n\nI don't feel there was anything I would have done differently. If I were to do more it would have been to add some kind of AI to the game, but since that is currently way outside my skillset I don't think I could have done so even if I used the entire 48 hrs. Without an AI the only other things I could have added would be move limitations (as most digital chess games have) and some special chess moves. However, there are a LOT of these and I'm only away of about two.\n\nStill, I think as a prototype to see if the game works this was a great Jam entry and if I were to beef it up to be more like the classic BattleChess or similar it would make a very interesting game.","comments":0,"created":"2017-12-05T05:32:24Z","files":[],"files-timestamp":0,"id":68117,"love":0,"meta":[],"modified":"2017-12-05T05:48:58Z","name":"48Hr Post-Mortem","node-timestamp":"2017-12-05T05:48:58Z","parent":63599,"parents":[1,5,9,49883,63599],"path":"\/events\/ludum-dare\/40\/chezz\/48hr-post-mortem","published":"2017-12-05T05:48:58Z","scope":"public","slug":"48hr-post-mortem","subsubtype":"","subtype":"","type":"post","version":194643},"node_metadata":{"n_key":"68117","n_urlkey":"321470","n_parent":"63599","n_path":"\/events\/ludum-dare\/40\/chezz\/48hr-post-mortem","n_slug":"48hr-post-mortem","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3127","n_created":"1512451944","n_modified":"1512452938","n_version":"194643","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/40\/chezz\/48hr-post-mortem","text":"My last LD was for #38 and I worked on the game on a handheld (Pocket C.H.I.P.) and Pico-8 while at work on the weekend. This caused a lot of stress even though I was able to finish.\nThis time I had the weekend off and was able to dive in right from the beginning. I knew I wanted to make a game using LUA and something other than Unity as I am trying to move away from it (it's nice, but doesn't work for what I do). Two days before the jam I had started to use LOVE2D, but did not know enough to make anything with it so I ended up working in Pico-8 (https:\/\/www.lexaloffle.com\/pico-8.php) which is a self-contained game suite designed around the idea of \"forced limitations\" and makes a very good prototyping system.\n\nNow the theme itself was one I voted for, but I had actually already started designing games in my head around another theme I was hoping for. So when the theme was announced I ended up kind of stuck in my head on a certain idea that wasn't fitting the theme. I was streaming my production for a bit and a lot of ideas were thrown around and I started to build the framework (literally the picture frame) of a management or adventure game, but quickly lost interest and stopped working on it.\n\nAfter that I took a break for about 12 hours. Streamed some other games, and just sat and thought about what to do. I ended up going with an old idea I had that fit the theme well: Zombie Chess. After that it was pretty downhill as Chess itself is a very structured game, but doesn't require you to have any real limitations. Once I had the board drawn, the pieces set up, the turns, and the ability to move pieces around the board the only thing I had to add was some rules for how the game played; how zombie chess pieces were made and a winning state.\n\nOverall the entire process was smooth, felt good, and I learned a few new things about LUA I didn't know before. In fact, the entire process probably took less than 15 hours of actual art and coding to complete.\n\nI don't feel there was anything I would have done differently. If I were to do more it would have been to add some kind of AI to the game, but since that is currently way outside my skillset I don't think I could have done so even if I used the entire 48 hrs. Without an AI the only other things I could have added would be move limitations (as most digital chess games have) and some special chess moves. However, there are a LOT of these and I'm only away of about two.\n\nStill, I think as a prototype to see if the game works this was a great Jam entry and if I were to beef it up to be more like the classic BattleChess or similar it would make a very interesting game.","title":"48Hr Post-Mortem","wayback_source":[]}