{"author_link":"\/users\/blubberquark","author_name":"blubberquark","author_uid":"blubberquark","comments":[],"epoch":1514797691,"event":"LD40","format":"md","ldjam_node_id":72098,"likes":5,"metadata":{"p_key":"107969","p_author":"blubberquark","p_authorkey":"1008003","p_urlkey":"323779","p_title":"\"The Adequate Shepherd\" Post Mortem, but no Post-Jam Version, also Wyst","p_cat":"LDJam ","p_event":"LD40","p_time":"1514797691","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":"1008003","us_name":"blubberquark","us_username":"blubberquark","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":9,"author":8003,"body":"Happy New Year!\n\n**The Adequate Shepherd** was not very good, but not for interesting reasons. I just got stuck finding a stupid bug in collision detection caused by a stupid off-by-one error. Then I ran out of time, decided to add on another day, and added a rudimentary goal system to the bare bones mechanics on Monday evening, and uploaded what I had as a jam entry.\n\nI am quite happy with my pixel art though.\n\n![Bildschirmfoto vom 2017-12-03 21-54-43.png](\/\/\/raw\/34f\/1\/z\/ed5c.png)\n\n_The Adequate Shepherd_ has finnicky controls, stubborn sheep, and no interesting gameplay loops on top of the core mechanic with bad game feel. Sheep have constant speed and a randomly shifting direction angle. Sheep don't have good flocking or herd behaviour. There is some herd behaviour, but it is backwards: Sheep push but don't pull each other. The hitboxes on the dogs are too big. Dog path finding does not work. You can only select one dog at a time. I knew all of this when I submitted the game, but your comments really hammered the point home.\n\nI could go back and fix the game, but I might as well start from scratch. In the best case, a fixed version could be a poor man's Stardew Valley, except with only sheep and nothing else. So I won't.\n\n* * *\n\nInstead, I decided to make a post-jam version of my LD35 game [**Shiftromino**](http:\/\/ludumdare.com\/compo\/ludum-dare-35\/?action=preview&uid=7968) with better controls and more levels. *Shiftromino* could really benefit from more content.\n\nThis level will be the next version:\n![level5.png](\/\/\/raw\/34f\/1\/z\/ed59.png)\n\nMaybe you _will_ be able to rotate the tetrominos after all!\n\n* * *\n\nI wanted to write a post-mortem about our old game [**Wyst**](https:\/\/blubberquark.itch.io\/wyst) for some time. It's one of our games that deserves a post-mortem most. Based on LD32 and LD30, I have written about things that can go wrong in games in general [on tumblr](https:\/\/blubberquark.tumblr.com\/post\/144302003065\/game-design-antipattern-hidden-complex-systems), and I have written a post-mortem on Mead Boy: [design](https:\/\/blubberquark.tumblr.com\/post\/150206231572\/game-design-of-mead-boy), [drunk game feel](https:\/\/blubberquark.tumblr.com\/post\/150310571389\/game-feel-of-mead-boy), [level design](http:\/\/ludumdare.com\/compo\/2016\/09\/06\/mead-boy-game-feel-and-level-design\/), [what went wrong](https:\/\/blubberquark.tumblr.com\/post\/151234096455\/whats-wrong-with-mead-boy).\n\nMy post on [Team Work for Game Jams](https:\/\/blubberquark.tumblr.com\/post\/145053378255\/team-work-for-game-jams) and the third section of my post [Puzzle Game Design](https:\/\/blubberquark.tumblr.com\/post\/138733142740\/puzzle-game-design) pretty much describe our approach to Wyst team work and riddle\/puzzle design. We avoided all kinds of mistakes we made in LD31 (too ambitious, too incoherent), LD32 (neat idea, more of a prototype than a game), and LD33 (main mechanic is too simple).\n\nBut instead of a post-mortem of Wyst two years later, I have decided to make this: ![Bildschirmfoto von \u00bb2017-12-31 23-03-49\u00ab.png](\/\/\/raw\/34f\/1\/z\/ed5a.png)\n\nA developer commentary system! Click play and you hear something about this part of the game! Now I just need to get @gnihad, @fastpath, @fantasieleben, Fabian, Sven and Jonas to record something, and we could have something much cooler than a post-mortem. The exploration in Wyst is great for developer commentary, because you can stay a while and listen, without having to worry about running out of beer, wolves eating your sheep, or a marine biologist downgrading you from supernatural cryptid monster to mere aquatic animal.\n\n![Bildschirmfoto von \u00bb2018-01-01 10-06-45\u00ab.png](\/\/\/raw\/34f\/1\/z\/ed5d.png)\n\nStay tuned!\n","comments":1,"comments-timestamp":"2018-01-03T00:39:13Z","created":"2018-01-01T07:47:46Z","files":[],"files-timestamp":0,"id":72098,"love":5,"love-timestamp":"2018-01-05T21:00:58Z","meta":[],"modified":"2018-01-05T21:00:58Z","name":"\"The Adequate Shepherd\" Post Mortem, but no Post-Jam Version, also Wyst","node-timestamp":"2018-01-01T09:10:27Z","parent":61618,"parents":[1,5,9,49883,61618],"path":"\/events\/ludum-dare\/40\/an-adequate-shepherd\/post-mortem-but-no-post-jam-version-also-wyst","published":"2018-01-01T09:08:11Z","scope":"public","slug":"post-mortem-but-no-post-jam-version-also-wyst","subsubtype":"","subtype":"","type":"post","version":212504},"node_metadata":{"n_key":"72098","n_urlkey":"323779","n_parent":"61618","n_path":"\/events\/ludum-dare\/40\/an-adequate-shepherd\/post-mortem-but-no-post-jam-version-also-wyst","n_slug":"post-mortem-but-no-post-jam-vers","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"8003","n_created":"1514792866","n_modified":"1515186058","n_version":"212504","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/40\/an-adequate-shepherd\/post-mortem-but-no-post-jam-version-also-wyst","text":"Happy New Year!\n\n**The Adequate Shepherd** was not very good, but not for interesting reasons. I just got stuck finding a stupid bug in collision detection caused by a stupid off-by-one error. Then I ran out of time, decided to add on another day, and added a rudimentary goal system to the bare bones mechanics on Monday evening, and uploaded what I had as a jam entry.\n\nI am quite happy with my pixel art though.\n\n![Bildschirmfoto vom 2017-12-03 21-54-43.png](\/\/\/raw\/34f\/1\/z\/ed5c.png)\n\n_The Adequate Shepherd_ has finnicky controls, stubborn sheep, and no interesting gameplay loops on top of the core mechanic with bad game feel. Sheep have constant speed and a randomly shifting direction angle. Sheep don't have good flocking or herd behaviour. There is some herd behaviour, but it is backwards: Sheep push but don't pull each other. The hitboxes on the dogs are too big. Dog path finding does not work. You can only select one dog at a time. I knew all of this when I submitted the game, but your comments really hammered the point home.\n\nI could go back and fix the game, but I might as well start from scratch. In the best case, a fixed version could be a poor man's Stardew Valley, except with only sheep and nothing else. So I won't.\n\n* * *\n\nInstead, I decided to make a post-jam version of my LD35 game [**Shiftromino**](http:\/\/ludumdare.com\/compo\/ludum-dare-35\/?action=preview&uid=7968) with better controls and more levels. *Shiftromino* could really benefit from more content.\n\nThis level will be the next version:\n![level5.png](\/\/\/raw\/34f\/1\/z\/ed59.png)\n\nMaybe you _will_ be able to rotate the tetrominos after all!\n\n* * *\n\nI wanted to write a post-mortem about our old game [**Wyst**](https:\/\/blubberquark.itch.io\/wyst) for some time. It's one of our games that deserves a post-mortem most. Based on LD32 and LD30, I have written about things that can go wrong in games in general [on tumblr](https:\/\/blubberquark.tumblr.com\/post\/144302003065\/game-design-antipattern-hidden-complex-systems), and I have written a post-mortem on Mead Boy: [design](https:\/\/blubberquark.tumblr.com\/post\/150206231572\/game-design-of-mead-boy), [drunk game feel](https:\/\/blubberquark.tumblr.com\/post\/150310571389\/game-feel-of-mead-boy), [level design](http:\/\/ludumdare.com\/compo\/2016\/09\/06\/mead-boy-game-feel-and-level-design\/), [what went wrong](https:\/\/blubberquark.tumblr.com\/post\/151234096455\/whats-wrong-with-mead-boy).\n\nMy post on [Team Work for Game Jams](https:\/\/blubberquark.tumblr.com\/post\/145053378255\/team-work-for-game-jams) and the third section of my post [Puzzle Game Design](https:\/\/blubberquark.tumblr.com\/post\/138733142740\/puzzle-game-design) pretty much describe our approach to Wyst team work and riddle\/puzzle design. We avoided all kinds of mistakes we made in LD31 (too ambitious, too incoherent), LD32 (neat idea, more of a prototype than a game), and LD33 (main mechanic is too simple).\n\nBut instead of a post-mortem of Wyst two years later, I have decided to make this: ![Bildschirmfoto von \u00bb2017-12-31 23-03-49\u00ab.png](\/\/\/raw\/34f\/1\/z\/ed5a.png)\n\nA developer commentary system! Click play and you hear something about this part of the game! Now I just need to get @gnihad, @fastpath, @fantasieleben, Fabian, Sven and Jonas to record something, and we could have something much cooler than a post-mortem. The exploration in Wyst is great for developer commentary, because you can stay a while and listen, without having to worry about running out of beer, wolves eating your sheep, or a marine biologist downgrading you from supernatural cryptid monster to mere aquatic animal.\n\n![Bildschirmfoto von \u00bb2018-01-01 10-06-45\u00ab.png](\/\/\/raw\/34f\/1\/z\/ed5d.png)\n\nStay tuned!\n","title":"\"The Adequate Shepherd\" Post Mortem, but no Post-Jam Version, also Wyst","wayback_source":[]}