{"author_link":"\/users\/interpol","author_name":"interpol","author_uid":"interpol","comments":[],"epoch":1534429380,"event":"LD42","format":"md","ldjam_node_id":117148,"likes":4,"metadata":{"p_key":"120729","p_author":"interpol","p_authorkey":"1054028","p_urlkey":"336764","p_title":"How we lost half of the LD time and made a game in a hurry.","p_cat":"LDJam ","p_event":"LD42","p_time":"1534429380","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1054028","us_name":"interpol","us_username":"interpol","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":2,"author":54028,"body":"![Shrinker_FHD.png](\/\/\/raw\/c03\/d\/z\/1a010.png)\n\nHello there! The LD #42 was the second LDJam we participated in. And we made a lot of mistakes before we even started to make a game.\n\n## How we lost >50% of LD time.\n\nBefore LD #42 even started I misread the information about the event and thought that it will start on 12 of August. So when I woke up **we already wasted the whole day and 12 hours**. LD started yesterday at 1 AM in local time, and today was already 13 PM. It was quite frustrating to realise that you have half of the time to make a game.\n\n## Fast ideas and time SHRINKING\n\nOur game is called Shrinker. And we were shrinking our time quite hard.\n\nFirst things first -- ideas. We managed to quickly agree on a basic game idea -- top-down shooter with shrinking arena. \nAfter that we realised that we got no time for fancy graphics, so we decided to move our concept into shapes. Together we made an idea of **hp represented by shapes**. \n\n![shapes.PNG](\/\/\/raw\/c03\/d\/z\/1a00f.png)\n\nWe managed to save some time with that trick.\n\n## Problems we faced\n\nThe main problem was a WebGL build. It's so hard to debug WebGL in Unity that we spent nearly 10 hours to find out what was happening. First of all, the lava shader. Our first shader wasn't working. We didn't know why, but I think it's because of PBR material we used.\n\nWe got another lava shader, very simple and light. But it doesn't work too. \n\nFinally, we decided to use a very, very simple shader with a little bit offsets.\n\nThe downgrade of lava was like that:\n\n![lava.png](\/\/\/raw\/c03\/d\/z\/1a01a.png)\n\nThe next problem was with AI. Navmesh agents didn't work in WebGL build. We spent 6 hours to find out why and got nothing. We were saved by WebAsm. When we changed asmjs to webasm, we got everything working just fine. Magic, huh?\n\n## Lessons we learned.\n\n* Double check the jam information.\n* Prepare BEFORE the jam starts, not after.\n* Automatize your build process, cause it takes a lot of time.\n* Always have builds for all of your target platforms.\n* Don't write shaders unless you certain about their WebGL behaviour.\n* Try to ditch time-consuming ideas from the start.\n\nThanks for reading!","comments":3,"comments-timestamp":"2018-08-16T15:05:45Z","created":"2018-08-16T13:27:14Z","files":[],"files-timestamp":0,"id":117148,"love":4,"love-timestamp":"2018-09-02T20:59:49Z","meta":[],"modified":"2018-09-02T20:59:49Z","name":"How we lost half of the LD time and made a game in a hurry.","node-timestamp":"2018-08-16T14:23:00Z","parent":99242,"parents":[1,5,9,97793,99242],"path":"\/events\/ludum-dare\/42\/shrinker\/how-we-lost-half-of-the-ld-time-and-made-a-game-in-a-hurry","published":"2018-08-16T14:23:00Z","scope":"public","slug":"how-we-lost-half-of-the-ld-time-and-made-a-game-in-a-hurry","subsubtype":"","subtype":"","type":"post","version":349288},"node_metadata":{"n_key":"117148","n_urlkey":"336764","n_parent":"99242","n_path":"\/events\/ludum-dare\/42\/shrinker\/how-we-lost-half-of-the-ld-time-and-made-a-game-in-a-hurry","n_slug":"how-we-lost-half-of-the-ld-time-","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"54028","n_created":"1534426034","n_modified":"1535921989","n_version":"349288","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/42\/shrinker\/how-we-lost-half-of-the-ld-time-and-made-a-game-in-a-hurry","text":"![Shrinker_FHD.png](\/\/\/raw\/c03\/d\/z\/1a010.png)\n\nHello there! The LD #42 was the second LDJam we participated in. And we made a lot of mistakes before we even started to make a game.\n\n## How we lost >50% of LD time.\n\nBefore LD #42 even started I misread the information about the event and thought that it will start on 12 of August. So when I woke up **we already wasted the whole day and 12 hours**. LD started yesterday at 1 AM in local time, and today was already 13 PM. It was quite frustrating to realise that you have half of the time to make a game.\n\n## Fast ideas and time SHRINKING\n\nOur game is called Shrinker. And we were shrinking our time quite hard.\n\nFirst things first -- ideas. We managed to quickly agree on a basic game idea -- top-down shooter with shrinking arena. \nAfter that we realised that we got no time for fancy graphics, so we decided to move our concept into shapes. Together we made an idea of **hp represented by shapes**. \n\n![shapes.PNG](\/\/\/raw\/c03\/d\/z\/1a00f.png)\n\nWe managed to save some time with that trick.\n\n## Problems we faced\n\nThe main problem was a WebGL build. It's so hard to debug WebGL in Unity that we spent nearly 10 hours to find out what was happening. First of all, the lava shader. Our first shader wasn't working. We didn't know why, but I think it's because of PBR material we used.\n\nWe got another lava shader, very simple and light. But it doesn't work too. \n\nFinally, we decided to use a very, very simple shader with a little bit offsets.\n\nThe downgrade of lava was like that:\n\n![lava.png](\/\/\/raw\/c03\/d\/z\/1a01a.png)\n\nThe next problem was with AI. Navmesh agents didn't work in WebGL build. We spent 6 hours to find out why and got nothing. We were saved by WebAsm. When we changed asmjs to webasm, we got everything working just fine. Magic, huh?\n\n## Lessons we learned.\n\n* Double check the jam information.\n* Prepare BEFORE the jam starts, not after.\n* Automatize your build process, cause it takes a lot of time.\n* Always have builds for all of your target platforms.\n* Don't write shaders unless you certain about their WebGL behaviour.\n* Try to ditch time-consuming ideas from the start.\n\nThanks for reading!","title":"How we lost half of the LD time and made a game in a hurry.","wayback_source":[]}