{"author_link":"\/users\/mactinite","author_name":"mactinite","author_uid":"mactinite","comments":[],"epoch":1512899485,"event":"LD40","format":"md","ldjam_node_id":70588,"likes":1,"metadata":{"p_key":"107049","p_author":"mactinite","p_authorkey":"1000086","p_urlkey":"322859","p_title":"Mage: Arena, and LD40 post mortem","p_cat":"LDJam ","p_event":"LD40","p_time":"1512899485","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1000086","us_name":"mactinite","us_username":"mactinite","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":7,"author":86,"body":"Hey guys, I hope your playing and rating is going well. I've seen some really awesome games out there, I really wish I could play them all. I wanted to take some time to write up a post mortem, for posterity. If you want to play the game first here' a shortcut there: https:\/\/ldjam.com\/events\/ludum-dare\/40\/mage-arena\n\n\n![CoverImage-LDJAM.png](\/\/\/raw\/65\/z\/e6a2.png)\n\n\n### Summary of the game :\nThis time around I worked on this a game called Mage: Arena. I set out to make an FPS game with Doom-esque sprite based graphics. As for the theme I took a little liberty and interpreted it as \"The more you ***use***, the worse it is\". So in my game you play as a fire mage who wields intense fire magic that will hurt them if over used. You manage this with a mechanic called \"cooling off\" in which you cannot sprint or use your magic but your usage level will go down.\n\n\n### What I did differently this time\n\nThis time I approached the game with some more knowledge about C# and Unity, as well as experience gained at work over the year. I made more use of the languages features that I wasn't using before; Interfaces, abstract classes, type parameters, delegates and actions, lambda functions, etc. This made designing *systems* easier as I made a custom input system to assign inputs in the editor and a Finite State Machine controller that used ScriptableObjects and inheretance to define the states(Unity tutorials gave me the idea).I also brought more in Unity engine knowledge. I had been practicing with Blender for a bit and wanted to use that for the sprite animations. It worked out pretty well once I got the hang of it. \n \n### Consequences\n\nWorking on all of those systems took a lot of time, and while the investment was worth it for the more manageable code, it led to ****MANY**** features being cut. I wanted way more enemy types and spells, also sounds... sounds would have been nice.\n\n### Conclusion\n\nAt the end of the day I made a game, and I got some new custom plugins for my future projects. The source code for the game is available on [github](https:\/\/github.com\/mactinite\/LD40_Mage), I'm currently still working on it to add some enemy types and fix bugs. I think the project has potential so I'm going to continue it for a bit and see where it goes. Anyways, if you read all of this rambling and it helped let me know. Thanks for reading!\n\nIf a little behind the scenes of this development interests you, I post updates for these types of things here:\nhttps:\/\/twitter.com\/mactinite\n","comments":0,"created":"2017-12-10T04:42:24Z","files":[],"files-timestamp":0,"id":70588,"love":1,"love-timestamp":"2017-12-10T13:20:27Z","meta":[],"modified":"2017-12-10T13:20:27Z","name":"Mage: Arena, and LD40 post mortem","node-timestamp":"2017-12-10T09:51:25Z","parent":57687,"parents":[1,5,9,49883,57687],"path":"\/events\/ludum-dare\/40\/mage-arena\/mage-arena-and-ld40-post-mortem","published":"2017-12-10T09:51:25Z","scope":"public","slug":"mage-arena-and-ld40-post-mortem","subsubtype":"","subtype":"","type":"post","version":206872},"node_metadata":{"n_key":"70588","n_urlkey":"322859","n_parent":"57687","n_path":"\/events\/ludum-dare\/40\/mage-arena\/mage-arena-and-ld40-post-mortem","n_slug":"mage-arena-and-ld40-post-mortem","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"86","n_created":"1512880944","n_modified":"1512912027","n_version":"206872","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/40\/mage-arena\/mage-arena-and-ld40-post-mortem","text":"Hey guys, I hope your playing and rating is going well. I've seen some really awesome games out there, I really wish I could play them all. I wanted to take some time to write up a post mortem, for posterity. If you want to play the game first here' a shortcut there: https:\/\/ldjam.com\/events\/ludum-dare\/40\/mage-arena\n\n\n![CoverImage-LDJAM.png](\/\/\/raw\/65\/z\/e6a2.png)\n\n\n### Summary of the game :\nThis time around I worked on this a game called Mage: Arena. I set out to make an FPS game with Doom-esque sprite based graphics. As for the theme I took a little liberty and interpreted it as \"The more you ***use***, the worse it is\". So in my game you play as a fire mage who wields intense fire magic that will hurt them if over used. You manage this with a mechanic called \"cooling off\" in which you cannot sprint or use your magic but your usage level will go down.\n\n\n### What I did differently this time\n\nThis time I approached the game with some more knowledge about C# and Unity, as well as experience gained at work over the year. I made more use of the languages features that I wasn't using before; Interfaces, abstract classes, type parameters, delegates and actions, lambda functions, etc. This made designing *systems* easier as I made a custom input system to assign inputs in the editor and a Finite State Machine controller that used ScriptableObjects and inheretance to define the states(Unity tutorials gave me the idea).I also brought more in Unity engine knowledge. I had been practicing with Blender for a bit and wanted to use that for the sprite animations. It worked out pretty well once I got the hang of it. \n \n### Consequences\n\nWorking on all of those systems took a lot of time, and while the investment was worth it for the more manageable code, it led to ****MANY**** features being cut. I wanted way more enemy types and spells, also sounds... sounds would have been nice.\n\n### Conclusion\n\nAt the end of the day I made a game, and I got some new custom plugins for my future projects. The source code for the game is available on [github](https:\/\/github.com\/mactinite\/LD40_Mage), I'm currently still working on it to add some enemy types and fix bugs. I think the project has potential so I'm going to continue it for a bit and see where it goes. Anyways, if you read all of this rambling and it helped let me know. Thanks for reading!\n\nIf a little behind the scenes of this development interests you, I post updates for these types of things here:\nhttps:\/\/twitter.com\/mactinite\n","title":"Mage: Arena, and LD40 post mortem","wayback_source":[]}