Stupid Citizen | PostMorterm

I had the good idea to wait the end of LD to get sick.

But even from my bed, I can still make a post mortem of this Ludum Dare 40.

The Game

Day 1

So Saturday morning, arrived in time to the office to prepare before the theme announcement (11am in Japan)... and it started well, my windows decided by himself to do a big update and block the computer for 30 min ... ld-day1-windows.jpg

Except that, I was a bit disappointed by the theme, because I was clearly more inspired by "You are not the main character" or "Death is useful".

Anyway, it took me ~1h to decide what to do, and here is a list of few other ideas: * a tactical with zombies, every time you make sounds, more zombies join the horde * a cat cafe manager with a lot of cats * based on the LD tweet gif, an action game with a flamethrower and lots of spiders ^^ * a hikikomori game (visual novel), more sun you received, weaker you become * a salaryman simulator where you have more and more work stacking on your desk, and you have to avoid dying from karoshi

I decided to avoid subjects a bit too much Japanese or that requires a lot of art, and finally I decided to make a city builder.

Spend some time drawing on the whiteboard, took a coffee and finally started in Google doc and magica voxel to create the basic map: ld-day1-map.jpg

Around 3pm I finally opened unity for the first time of the weekend, quickly created a project with my basic setup (2017.2, visual studio 2017, c#6, resharper, dotween, unity cinemachine, post processing stack, ...) The rest of the day was pretty straightforward.

Just wasted a bit of time with the unity navmesh system (pathfinding), but mostly because I don't have much experience with this component. And at the end of the day, I had the basic mechanic: ld-day1-final.jpg

Day 2

Sunday was a good day, I was really efficient. I got the game states, menu, and cameras integrated in less than 2 hours. My biggest issue was related to lightning, some of my shadow were not baked and I was around 500 draw call mostly for the shadows ... took me 2-3h to find a decent solution which looks good enough and has good performance.

Except that, I spend half of my day making models for each type of building and working on those icons. At the end of the day I was kinda happy, but it was not really polish and there was still no sound ld-day2-final.jpg

Day 3

Monday, I forgot to take a day off so I had to go to work.

I saved every minute possible to work on the game (skipped lunch, stopped early). I managed to add lots of sound effect, smoke particles, water shader, make the UI more obvious, added the red arrow and work a bit on the game balance. I got my first feedback less than 6 hours before the final build, which help me to improve a bit the game feel. ld-day3-final.jpg

I also spend a bit of time on tooling, for example a simple component to randomize my props (tree, flowers, ...) ld-day3-tools.jpg

After that upload on itch.io, realized it was the wrong build, repupload and the game was online 10 hours before the deadline ~2AM.

First time I use this website to publish a game and it's really user friendly :thumbsup:

Conclusion

This LD40 was a good experience and I'm happy with what I managed to deliver. There are still few small bugs, not obvious ui or missing explanation but except that, it works quite well.

If I had to redo it, what I would like to change: * ask for feedback earlier in the development * spend more time training on third-party tools before (like magica voxel this time) * not doing it alone (too much art, models and sounds to make and integrate for a developer like me /o\ )

Sorry, this post is a bit longer than expected ^^