{"author_link":"\/users\/arbe","author_name":"ArBe","author_uid":"arbe","comments":[],"epoch":1525394734,"event":"LD41","format":"md","ldjam_node_id":90752,"likes":1,"metadata":{"p_key":"112246","p_author":"ArBe","p_authorkey":"1032728","p_urlkey":"328191","p_title":"Wandering Rogue: a Bad Post-Mortem","p_cat":"LDJam ","p_event":"LD41","p_time":"1525394734","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1032728","us_name":"nerdysl0th","us_username":"nerdysl0th","event_start":"1524182400","event_key":"72","event_name":"LD 41"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD41","removed_author":false},"_superparent":73256,"_trust":4,"author":32728,"body":"A few days ago, I've uploaded a Ludum Dare game for the third time in my life. But this time was different. _[Not really]_\n## The begginning of the Jam\n![ApplicationFrameHost_2018-04-23_21-53-44.png](\/\/\/raw\/8df\/7\/z\/11b73.png)\nMy first reaction after seeing the Twitter post was, obviously:\n> Peanut butter and pickles? Seriously?!\n\n**Then, the search for ideas began.**\nLike for so many others, my mind has been wiped clean by the theme. It itself was not bad, but the creativity was just escaping my brain like water from a bucket with half its area corroded straight through. A Ludum Dare does that to a human; You just have to find a way to work around it.\nMy first idea was a platformer using text as platforms, but I quickly ran into a roadblock that would take up way too much time to fix. So I settled on a roguelike-inspired platformer.\n### > *8 hours and 44 minutes later...*\nI actually got the basic prototype up and running pretty quickly, and all the core game mechanics were in place within the first 24 hours! Getting it done so quickly was a first time for me, and I felt pretty good with myself.\n![2018-04-21_08-41-22.gif](\/\/\/raw\/8df\/7\/z\/13b91.gif)\n### The oh, so lovely polish\nI'm no artist, but I felt relieved that only minor additions to the game's code were all what was left in the programming aspect. **I was wrong.** \"Art is easy, the game will be done in no time!\" - I thought to myself.\n> Actually, no I didn't. That's a lie.\n\nIn the first few minutes of creating tiles I grew more and more aware that there's still a long way to go.\nAfter about 5-6 hours of ensuring myself that I have no idea about any form of art, I finished working for the day and went to sleep.\n## The frantic, eventful, and disastrous second day\nUp until this point I was assuming my game was going to be meant for the Jam, like my first two entries(One of which I didn't even finish on time). However, the speed at which I managed to finish the core features of the game actually gave me the oppourtunity to participate in the Compo category. And I decided to take it.\n> That was stupid.\n\nAs usual, in the last few hours before the deadline, the bugs started arising. It got to a point where the engine was breaking by itself, without me even interfering with it in any way. I was considering reinstalling it 2 minutes before the submission hour. \nThe game definitely turned out a lot less polished than it would have if I decided to take the Jam, obviously. However, it was my first LD game I managed to finish on time for the Compo.\n### Overall, I'm pretty satisified with what I've manged to do in 48 hours. I'm definitely looking forward to the next LD.\nOh yeah, if you're interested, feel free to [play and rate my game!](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wandering-rogue)\n![Unity_2018-04-23_02-59-31.png](\/\/\/raw\/8df\/7\/z\/149dd.png)","comments":0,"created":"2018-04-23T15:33:16Z","files":[],"files-timestamp":0,"id":90752,"love":1,"love-timestamp":"2018-05-04T03:40:30Z","meta":[],"modified":"2018-07-14T10:11:11Z","name":"Wandering Rogue: a Bad Post-Mortem","node-timestamp":"2018-07-14T10:11:11Z","parent":73830,"parents":[1,5,9,73256,73830],"path":"\/events\/ludum-dare\/41\/wandering-rogue\/wandering-rogue-a-bad-post-mortem","published":"2018-05-04T00:45:34Z","scope":"public","slug":"wandering-rogue-a-bad-post-mortem","subsubtype":"","subtype":"","type":"post","version":289927},"node_metadata":{"n_key":"90752","n_urlkey":"328191","n_parent":"73830","n_path":"\/events\/ludum-dare\/41\/wandering-rogue\/wandering-rogue-a-bad-post-mortem","n_slug":"wandering-rogue-a-bad-post-morte","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"32728","n_created":"1524497596","n_modified":"1531563071","n_version":"289927","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/wandering-rogue\/wandering-rogue-a-bad-post-mortem","text":"A few days ago, I've uploaded a Ludum Dare game for the third time in my life. But this time was different. _[Not really]_\n## The begginning of the Jam\n![ApplicationFrameHost_2018-04-23_21-53-44.png](\/\/\/raw\/8df\/7\/z\/11b73.png)\nMy first reaction after seeing the Twitter post was, obviously:\n> Peanut butter and pickles? Seriously?!\n\n**Then, the search for ideas began.**\nLike for so many others, my mind has been wiped clean by the theme. It itself was not bad, but the creativity was just escaping my brain like water from a bucket with half its area corroded straight through. A Ludum Dare does that to a human; You just have to find a way to work around it.\nMy first idea was a platformer using text as platforms, but I quickly ran into a roadblock that would take up way too much time to fix. So I settled on a roguelike-inspired platformer.\n### > *8 hours and 44 minutes later...*\nI actually got the basic prototype up and running pretty quickly, and all the core game mechanics were in place within the first 24 hours! Getting it done so quickly was a first time for me, and I felt pretty good with myself.\n![2018-04-21_08-41-22.gif](\/\/\/raw\/8df\/7\/z\/13b91.gif)\n### The oh, so lovely polish\nI'm no artist, but I felt relieved that only minor additions to the game's code were all what was left in the programming aspect. **I was wrong.** \"Art is easy, the game will be done in no time!\" - I thought to myself.\n> Actually, no I didn't. That's a lie.\n\nIn the first few minutes of creating tiles I grew more and more aware that there's still a long way to go.\nAfter about 5-6 hours of ensuring myself that I have no idea about any form of art, I finished working for the day and went to sleep.\n## The frantic, eventful, and disastrous second day\nUp until this point I was assuming my game was going to be meant for the Jam, like my first two entries(One of which I didn't even finish on time). However, the speed at which I managed to finish the core features of the game actually gave me the oppourtunity to participate in the Compo category. And I decided to take it.\n> That was stupid.\n\nAs usual, in the last few hours before the deadline, the bugs started arising. It got to a point where the engine was breaking by itself, without me even interfering with it in any way. I was considering reinstalling it 2 minutes before the submission hour. \nThe game definitely turned out a lot less polished than it would have if I decided to take the Jam, obviously. However, it was my first LD game I managed to finish on time for the Compo.\n### Overall, I'm pretty satisified with what I've manged to do in 48 hours. I'm definitely looking forward to the next LD.\nOh yeah, if you're interested, feel free to [play and rate my game!](https:\/\/ldjam.com\/events\/ludum-dare\/41\/wandering-rogue)\n![Unity_2018-04-23_02-59-31.png](\/\/\/raw\/8df\/7\/z\/149dd.png)","title":"Wandering Rogue: a Bad Post-Mortem","wayback_source":[]}