{"author_link":"\/users\/abductedplatypus","author_name":"abductedPlatypus","author_uid":"abductedplatypus","comments":[],"epoch":1524690546,"event":"LD41","format":"md","ldjam_node_id":94261,"likes":5,"metadata":{"p_key":"113835","p_author":"abductedPlatypus","p_authorkey":"1009467","p_urlkey":"329795","p_title":"Post-Mortem I: Ideation","p_cat":"LDJam ","p_event":"LD41","p_time":"1524690546","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":"1009467","us_name":"abductedPlatypus","us_username":"abductedplatypus","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":2,"author":9467,"body":"_I'll be doing a few short (my kind of short might still turn out to be rather long) Post-Mortem posts on the process of my jam entry._\n\nI had an idea rather soon while taking a shower. (Showers are great for coming up with ideas, as are toilets.) \nThe idea: __Project a third person view to a side scrolling platformer to get an interesting mechanic for a puzzle game.__\n\nI was hesitant at first: How would I be able to implement this? \nThe first idea was using a the depth-buffer (depth pixels) with a stencil buffer (adding extra information to pixels like this pixel is lava). But it would lead to a lot of small gaps and holes. Also a lot of different slopes. In addition to having to use the stencil buffer where not things I wanted to deal with during a jam. \n\nWhat about tracing the depth buffer with polygons? A much better idea, but I decided I didn't want to spend a lot of time on reading ways to do that in real time.\n\nHow about raycasting the 3D world, and showing large pixels when geometry was found. I guess that would work, but it would skip geometry that was either small or far away.\n\nBut when I came up with the idea to use GameBoy-esque tiles as a way of representing the big pixels I chose to quickly prototype that last one, since I though it was easy.\n\n![test.gif](\/\/\/raw\/bf4\/2\/z\/fd1f.gif)\n\nIt was. Great. But a bit more buggy than expected.\n\nRealising this, and knowing I didn't have time to come up with something new, I decided I would focus on exploring the idea, rather than getting a perfect implementation. And focus on having fun more than getting the best scores on all categories. \n\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/41\/the-imaginary-room\n\n![final.gif](\/\/\/raw\/bf4\/2\/z\/13857.gif)\n\n\nI will do one more post-mortem on details a lot of people might miss (but why I did them anyways) and one on all the art assets I never used and perhaps one on my preparation (or how I stopped worrying and love Unity's lack of a proper level editor.)\n\n\n","comments":0,"created":"2018-04-25T20:36:32Z","files":[],"files-timestamp":0,"id":94261,"love":5,"love-timestamp":"2018-04-25T22:55:13Z","meta":[],"modified":"2018-04-25T22:55:13Z","name":"Post-Mortem I: Ideation","node-timestamp":"2018-04-25T21:10:02Z","parent":81101,"parents":[1,5,9,73256,81101],"path":"\/events\/ludum-dare\/41\/the-imaginary-room\/post-mortem-i-ideation","published":"2018-04-25T21:09:06Z","scope":"public","slug":"post-mortem-i-ideation","subsubtype":"","subtype":"","type":"post","version":276898},"node_metadata":{"n_key":"94261","n_urlkey":"329795","n_parent":"81101","n_path":"\/events\/ludum-dare\/41\/the-imaginary-room\/post-mortem-i-ideation","n_slug":"post-mortem-i-ideation","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"9467","n_created":"1524688592","n_modified":"1524696913","n_version":"276898","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/the-imaginary-room\/post-mortem-i-ideation","text":"_I'll be doing a few short (my kind of short might still turn out to be rather long) Post-Mortem posts on the process of my jam entry._\n\nI had an idea rather soon while taking a shower. (Showers are great for coming up with ideas, as are toilets.) \nThe idea: __Project a third person view to a side scrolling platformer to get an interesting mechanic for a puzzle game.__\n\nI was hesitant at first: How would I be able to implement this? \nThe first idea was using a the depth-buffer (depth pixels) with a stencil buffer (adding extra information to pixels like this pixel is lava). But it would lead to a lot of small gaps and holes. Also a lot of different slopes. In addition to having to use the stencil buffer where not things I wanted to deal with during a jam. \n\nWhat about tracing the depth buffer with polygons? A much better idea, but I decided I didn't want to spend a lot of time on reading ways to do that in real time.\n\nHow about raycasting the 3D world, and showing large pixels when geometry was found. I guess that would work, but it would skip geometry that was either small or far away.\n\nBut when I came up with the idea to use GameBoy-esque tiles as a way of representing the big pixels I chose to quickly prototype that last one, since I though it was easy.\n\n![test.gif](\/\/\/raw\/bf4\/2\/z\/fd1f.gif)\n\nIt was. Great. But a bit more buggy than expected.\n\nRealising this, and knowing I didn't have time to come up with something new, I decided I would focus on exploring the idea, rather than getting a perfect implementation. And focus on having fun more than getting the best scores on all categories. \n\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/41\/the-imaginary-room\n\n![final.gif](\/\/\/raw\/bf4\/2\/z\/13857.gif)\n\n\nI will do one more post-mortem on details a lot of people might miss (but why I did them anyways) and one on all the art assets I never used and perhaps one on my preparation (or how I stopped worrying and love Unity's lack of a proper level editor.)\n\n\n","title":"Post-Mortem I: Ideation","wayback_source":[]}