{"author_link":"\/users\/furtive-pygmy","author_name":"Furtive Pygmy","author_uid":"furtive-pygmy","comments":[],"epoch":1534410593,"event":"LD42","format":"md","ldjam_node_id":117076,"likes":7,"metadata":{"p_key":"120692","p_author":"Furtive Pygmy","p_authorkey":"1102936","p_urlkey":"336727","p_title":"Post-Mortem: 42 Pillars of Stone","p_cat":"LDJam ","p_event":"LD42","p_time":"1534410593","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":"1102936","us_name":"Furtive Pygmy","us_username":"furtive-pygmy","event_start":"1533859200","event_key":"73","event_name":"LD 42"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD42","removed_author":false},"_superparent":97793,"_trust":5,"author":102936,"body":"# Post-Mortem: 42 Pillars of Stone\n\n[The game if you want to check it out](https:\/\/ldjam.com\/events\/ludum-dare\/42\/ld42-42-pillars-of-stone-aka-negative-1-the-game-ld-etc)\n\nThis is a post mortem of my entry into LD42: Running out of Space\n\nBeing my first game-jam I was very nervous the night before, I stocked up on food and drinks and got a good nights sleep before the jam (7:30am start in Adelaide AU).\n\nI haven't used Unity other than doing some tutorials, and stuffing around with Roll-a-Ball. But I think C# is my strongest language, and I can work in it without much trouble.\n\nI hadn't done any planning with any of the final themes, I thought it was more thematic to just go at it after the theme was announced (Too many themes in that sentence?).\n\nI knew it was going to be rough because I had an early start Monday morning, which meant I lost out on ~10hrs of potential jamming... I was sweating bullets before the jam had even started.\n\nSo I woke up Sat morning and made sure everything was setup and ready.\n\nThe theme was announced, and I got to work. I knew I wanted a top-down Gauntlet-style game that I could keep to one screen. The main take-away from reading how to prepare was 'Scope to the lowest possible level'.\n\n## What went right\n\n* I got a game done in the time-frame:\nThis was my main concern, I thought I'd get to the finish line with nothing but a handful of dirt and a few lines of code.\nI'm happy I was able to compete in my first game-jam and get something over the line.\n\n* Sound effects and Music:\nIf there's one thing I need in a game it's music and sound effects. My game may have had some bugs, but I would leave it the way it is if fixing the bugs meant no music\/sound effects.\n\n* Coding on the fly:\nThe main reason I wanted to do a game-jam was to see if I had the chops to code a game over a weekend. Mission accomplished.\n\n* Title Screen and Ending Screens:\nWhilst my game art was 'interesting', for lack of a better word. I'm happy I was able to include a few screens to break the monotony of the game window.\n\n* My Idea:\nTrue, it pretty much went with the first thing that came into my head. It wasn't original, it didn't break the mold and introduce anything revolutionary, but I liked my idea and I think I achieved a lot of what I wanted.\n\n## What went wrong\n\n* Time:\nI knew from the start I'd be 10hrs down, and I think this hurt me the most. I couldn't fix, build, play-test, iterate as much as I wanted. This meant the bugs were plenty, and their fixes were me saying \"that **SHOULD** work\", while it worked a lot, I shouldn't have relied on it.\nThis also hurt me a lot in regards to polish, feature cutting, balance issues, graphics, and User Experience.\n\n* Title Button:\nShould have taken the title-button out, it bricked any replays but I left it in because I'm stubborn and threw some bad code at it to try and make it go away 10 minutes before I uploaded the game. I didn't even test to see if it worked #yolo.\n\n* Learning bread-and-butter Unity features during the jam:\nMouse-Look, Canvas UI, Rigid-Bodies, Audio, Animation. These are things I had no-idea to very-little clue on, I spent a lot of time learning how to use these Unity features during the jam and I advise everyone to never do this, it was stressful and wasted a lot of time.\nI know them now, but man, I wish I had a better understanding beforehand.\n\n## What I could improve\n\n* Balance \/ Variation:\nMy game fell short in the balance and variation areas, I had a different leveling system but took it out last minute as it was too broken.\n\n* Squash the Bugs:\nYeah, I knew I'd have some. Would loved to have polished it a lot more, this comes from knowing the tools better I suppose.\n\n* Take time off work:\nThis hurt me, I was stuffed for work and was still wishing I could work on my entry. Will book the next one off.\n\n* Graphics and Sound:\nNotification of being hit, Attack animations, darker sounds etc.\nThings I wish I had done but didn't.\nI also want to improve my art skills so I can make something that looks a bit better than what I had in my entry.\n\n## Conclusion\n\nI love my game, it's ugly, doesn't have much too it, bugs out when you look at it the wrong way, but it's mine and I wouldn't change it for anything.\nYes, there's a lot I wish wasn't there but at the end of the day my goal was to put an entry into LD and I did.\n\nI've learnt a lot, received a lot of really good feedback, had a lot of fun and got to enter LD42!\nThat's all I wanted, I got it, I'm happy.\n\nI want to thank everyone that played my game, and left me feedback.\nI hope you all had fun, learnt something new and are keen for LD43! I know I am","comments":0,"created":"2018-08-16T08:02:21Z","files":[],"files-timestamp":0,"id":117076,"love":7,"love-timestamp":"2018-08-16T14:16:36Z","meta":[],"modified":"2018-08-16T14:16:36Z","name":"Post-Mortem: 42 Pillars of Stone","node-timestamp":"2018-08-16T09:09:53Z","parent":102937,"parents":[1,5,9,97793,102937],"path":"\/events\/ludum-dare\/42\/ld42-42-pillars-of-stone-aka-negative-1-the-game-ld-etc\/post-mortem-42-pillars-of-stone","published":"2018-08-16T09:09:53Z","scope":"public","slug":"post-mortem-42-pillars-of-stone","subsubtype":"","subtype":"","type":"post","version":348855},"node_metadata":{"n_key":"117076","n_urlkey":"336727","n_parent":"102937","n_path":"\/events\/ludum-dare\/42\/ld42-42-pillars-of-stone-aka-negative-1-the-game-ld-etc\/post-mortem-42-pillars-of-stone","n_slug":"post-mortem-42-pillars-of-stone","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"102936","n_created":"1534406541","n_modified":"1534428996","n_version":"348855","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/42\/ld42-42-pillars-of-stone-aka-negative-1-the-game-ld-etc\/post-mortem-42-pillars-of-stone","text":"# Post-Mortem: 42 Pillars of Stone\n\n[The game if you want to check it out](https:\/\/ldjam.com\/events\/ludum-dare\/42\/ld42-42-pillars-of-stone-aka-negative-1-the-game-ld-etc)\n\nThis is a post mortem of my entry into LD42: Running out of Space\n\nBeing my first game-jam I was very nervous the night before, I stocked up on food and drinks and got a good nights sleep before the jam (7:30am start in Adelaide AU).\n\nI haven't used Unity other than doing some tutorials, and stuffing around with Roll-a-Ball. But I think C# is my strongest language, and I can work in it without much trouble.\n\nI hadn't done any planning with any of the final themes, I thought it was more thematic to just go at it after the theme was announced (Too many themes in that sentence?).\n\nI knew it was going to be rough because I had an early start Monday morning, which meant I lost out on ~10hrs of potential jamming... I was sweating bullets before the jam had even started.\n\nSo I woke up Sat morning and made sure everything was setup and ready.\n\nThe theme was announced, and I got to work. I knew I wanted a top-down Gauntlet-style game that I could keep to one screen. The main take-away from reading how to prepare was 'Scope to the lowest possible level'.\n\n## What went right\n\n* I got a game done in the time-frame:\nThis was my main concern, I thought I'd get to the finish line with nothing but a handful of dirt and a few lines of code.\nI'm happy I was able to compete in my first game-jam and get something over the line.\n\n* Sound effects and Music:\nIf there's one thing I need in a game it's music and sound effects. My game may have had some bugs, but I would leave it the way it is if fixing the bugs meant no music\/sound effects.\n\n* Coding on the fly:\nThe main reason I wanted to do a game-jam was to see if I had the chops to code a game over a weekend. Mission accomplished.\n\n* Title Screen and Ending Screens:\nWhilst my game art was 'interesting', for lack of a better word. I'm happy I was able to include a few screens to break the monotony of the game window.\n\n* My Idea:\nTrue, it pretty much went with the first thing that came into my head. It wasn't original, it didn't break the mold and introduce anything revolutionary, but I liked my idea and I think I achieved a lot of what I wanted.\n\n## What went wrong\n\n* Time:\nI knew from the start I'd be 10hrs down, and I think this hurt me the most. I couldn't fix, build, play-test, iterate as much as I wanted. This meant the bugs were plenty, and their fixes were me saying \"that **SHOULD** work\", while it worked a lot, I shouldn't have relied on it.\nThis also hurt me a lot in regards to polish, feature cutting, balance issues, graphics, and User Experience.\n\n* Title Button:\nShould have taken the title-button out, it bricked any replays but I left it in because I'm stubborn and threw some bad code at it to try and make it go away 10 minutes before I uploaded the game. I didn't even test to see if it worked #yolo.\n\n* Learning bread-and-butter Unity features during the jam:\nMouse-Look, Canvas UI, Rigid-Bodies, Audio, Animation. These are things I had no-idea to very-little clue on, I spent a lot of time learning how to use these Unity features during the jam and I advise everyone to never do this, it was stressful and wasted a lot of time.\nI know them now, but man, I wish I had a better understanding beforehand.\n\n## What I could improve\n\n* Balance \/ Variation:\nMy game fell short in the balance and variation areas, I had a different leveling system but took it out last minute as it was too broken.\n\n* Squash the Bugs:\nYeah, I knew I'd have some. Would loved to have polished it a lot more, this comes from knowing the tools better I suppose.\n\n* Take time off work:\nThis hurt me, I was stuffed for work and was still wishing I could work on my entry. Will book the next one off.\n\n* Graphics and Sound:\nNotification of being hit, Attack animations, darker sounds etc.\nThings I wish I had done but didn't.\nI also want to improve my art skills so I can make something that looks a bit better than what I had in my entry.\n\n## Conclusion\n\nI love my game, it's ugly, doesn't have much too it, bugs out when you look at it the wrong way, but it's mine and I wouldn't change it for anything.\nYes, there's a lot I wish wasn't there but at the end of the day my goal was to put an entry into LD and I did.\n\nI've learnt a lot, received a lot of really good feedback, had a lot of fun and got to enter LD42!\nThat's all I wanted, I got it, I'm happy.\n\nI want to thank everyone that played my game, and left me feedback.\nI hope you all had fun, learnt something new and are keen for LD43! I know I am","title":"Post-Mortem: 42 Pillars of Stone","wayback_source":[]}