{"author_link":"\/users\/call-me-nutty","author_name":"Call_me_Nutty","author_uid":"call-me-nutty","comments":[],"epoch":1536159026,"event":"LD42","format":"md","ldjam_node_id":119370,"likes":8,"metadata":{"p_key":"122002","p_author":"Call_me_Nutty","p_authorkey":"1051717","p_urlkey":"338037","p_title":"Ludum Dare 42: Looking Back","p_cat":"LDJam ","p_event":"LD42","p_time":"1536159026","p_likes":"8","p_comments":"0","p_status":"WAYBACK","us_key":"1051717","us_name":"Call_me_Nutty","us_username":"call-me-nutty","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":51717,"body":"Back again for a third time. These are my results! \n![results.PNG](\/\/\/raw\/50a\/c\/z\/1ab2a.png)\n\n## Post-Mortem\n\n**Day 0:**\nRight. Let's just say that this theme surprised the living hell out of me when it was announced. It was 23:00 in Germany at the time, my plan was to come up with a basic idea until 0:00 and then go to bed. Well, the theme killed me. It really did. I wanted to avoid the obvious ideas such as: \"Space in terms of that giant vacuum above us\", \"Boxes\" or anything to do with running. I ended up coming up with 2 ideas. A space builder\/ management where you have to build a successful galaxy, with factories and planets and everything, imagine Stellaris meets SimCity. My second idea was more of a a concept. How about a game where every element (enemies, bullets, blocks) all took up disk space and the player has to delete objects to keep the disk space down or you will lose. I developed the space builder idea but the more I worked on it the more terrified I became of feature creep and over scope. I had one of the worst nights in a very long time, **I JUST COULDN'T FALL ASLEEP** I just wanted to run upstairs and start prototyping to see if my idea is viable but I desperately forced my eyes shut. I went to bed at around 0:30 and ended up dozing off at around 1:30 it was that bad.\n\n**Failure of the Space Game**\nI began prototyping with 6 A5 pages in my notebook filled with planning I felt optimistic. But as I as working on the mechanic which would allow planets to call for resources when they're low around 2 or 3 hours in. I realised. I will never finish this game. It was way out of my skill level and I had to forcefully send my project to a halt. 3 hours wasted. I went to the LD and saw all the North\/ South American users who I knew were able to work in the afternoon while it was midnight here but it still demotivated the hell out of me.\n\n**The Beginning of DOS:**\nI slammed the desk and restarted. There was a lot of back and forth here but I eventually returned to my second idea. However I rethought it. What if YOU were in a game but something is trying to delete you to free diskspace? After some more planning I built my prototype. And this is how it began.\n![1.gif](\/\/\/raw\/50a\/c\/z\/1ab2b.gif)\n\nA simple pointer that would grab objects and then drag them to the recycling bin to be deleted. The objects to be deleted were pre-defined by me and this is how I built my levels. I later decided to allow the player to stand on the mouse-pointer (as a compromise for the fact that I couldn't figure how to allow the player to interact with the picked up objects).\n![3.gif](\/\/\/raw\/50a\/c\/z\/1ab2d.gif)\n\n![2.gif](\/\/\/raw\/50a\/c\/z\/1ab2c.gif)\n\n## Categories:\n\n**Fun: **Messed up the difficulty, still irritates me now. I built the levels until they were difficult for 'me' to complete. It seems like I forgot that any difficulty for the programmer is basically doubled for the player most of the time. A big plus for me this time around was finding a good way to convey information to the player. Something that I failed at before. If only I remembered that tutorial levels are pretty important too! (Stupid Level 2 too damn difficult grr)\n\n**Innovation: **Not surprised in the slightest that this was my best category. Nothing else to say.\n\n**Theme: **I think I should have added a quick sum up of the story in the game so people understood where the \"Running Out of Space\" bit came to play. I shoe-horned it into my description which wasn't very smart.\n\n**Graphics: **I finally came up with an art style over the post-jam period. Still thinking though on how to implement it properly due to the way my game is built. Otherwise, nothing else to complain about.\n\n**Audio: **STUPID DEATH SOUND RUINED EVERYTHING.\n\n**Humour: **Surprised this got such a high rating.\n\n## Looking back at my targets:\n\n[I made a post](https:\/\/ldjam.com\/events\/ludum-dare\/42\/dos-deletion-of-old-stuff\/the-big-10-10-hours-to-go), where I set myself targets for what I wanted to keep in line this Ludum Dare. And looking back:\n\n1. I focused on mechanics and not on content.\n\n2. I scoped down to the point where I actually had left over time at the end for polish (for once!)\n\n3. I am still alive and able-bodied.\n\nSo I can tick those off.\n\n**Progress: **Just like last time. I constructed a well made and orderly graph to show my progress since LD40 (my first game <3) and I am happy to say... THAT PROGRESS WAS MADE BAY BAY.\n![PROGRESS.PNG](\/\/\/raw\/50a\/c\/z\/1ab29.png)\n\n## What I've learnt and Conclusion: \n\nAs always I have learnt a bunch of stuff. Every LD taught me something new that I didn't know or forced me to get out of my comfort zone. [Last time round I learnt about](https:\/\/ldjam.com\/events\/ludum-dare\/41\/jump-and-draw\/my-long-overdue-post-mortem-for-ld41): Prefabs, Tilemaps, Raycasts, Friction and Jumping all of which I applied in this game. This time round I :\n\n1. Learnt a huge amount on animations, I didn't even know Animation Events existed until now.\n\n2. Secured my knowledge on Raycasts.\n\n3. Learnt a good amount on Audio in Unity.\n\n4. Learnt to love delegates.\n\nI will continue to work on DOS in the future as I do truly love my game more so than any other of my previous LD Jam entries. This one has a lot of potential and I will keep working until it is the game that it is destined to be. Thanks for reading! Have a good 4 months until LD43 comes around!","comments":1,"comments-timestamp":"2018-09-06T20:46:45Z","created":"2018-09-05T09:06:36Z","files":[],"files-timestamp":0,"id":119370,"love":8,"love-timestamp":"2018-09-06T20:34:25Z","meta":[],"modified":"2018-09-06T20:46:45Z","name":"Ludum Dare 42: Looking Back","node-timestamp":"2018-09-05T14:50:26Z","parent":98582,"parents":[1,5,9,97793,98582],"path":"\/events\/ludum-dare\/42\/dos-deletion-of-old-stuff\/ludum-dare-42-looking-back","published":"2018-09-05T14:50:26Z","scope":"public","slug":"ludum-dare-42-looking-back","subsubtype":"","subtype":"","type":"post","version":357927},"node_metadata":{"n_key":"119370","n_urlkey":"338037","n_parent":"98582","n_path":"\/events\/ludum-dare\/42\/dos-deletion-of-old-stuff\/ludum-dare-42-looking-back","n_slug":"ludum-dare-42-looking-back","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"51717","n_created":"1536138396","n_modified":"1536266805","n_version":"357927","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/42\/dos-deletion-of-old-stuff\/ludum-dare-42-looking-back","text":"Back again for a third time. These are my results! \n![results.PNG](\/\/\/raw\/50a\/c\/z\/1ab2a.png)\n\n## Post-Mortem\n\n**Day 0:**\nRight. Let's just say that this theme surprised the living hell out of me when it was announced. It was 23:00 in Germany at the time, my plan was to come up with a basic idea until 0:00 and then go to bed. Well, the theme killed me. It really did. I wanted to avoid the obvious ideas such as: \"Space in terms of that giant vacuum above us\", \"Boxes\" or anything to do with running. I ended up coming up with 2 ideas. A space builder\/ management where you have to build a successful galaxy, with factories and planets and everything, imagine Stellaris meets SimCity. My second idea was more of a a concept. How about a game where every element (enemies, bullets, blocks) all took up disk space and the player has to delete objects to keep the disk space down or you will lose. I developed the space builder idea but the more I worked on it the more terrified I became of feature creep and over scope. I had one of the worst nights in a very long time, **I JUST COULDN'T FALL ASLEEP** I just wanted to run upstairs and start prototyping to see if my idea is viable but I desperately forced my eyes shut. I went to bed at around 0:30 and ended up dozing off at around 1:30 it was that bad.\n\n**Failure of the Space Game**\nI began prototyping with 6 A5 pages in my notebook filled with planning I felt optimistic. But as I as working on the mechanic which would allow planets to call for resources when they're low around 2 or 3 hours in. I realised. I will never finish this game. It was way out of my skill level and I had to forcefully send my project to a halt. 3 hours wasted. I went to the LD and saw all the North\/ South American users who I knew were able to work in the afternoon while it was midnight here but it still demotivated the hell out of me.\n\n**The Beginning of DOS:**\nI slammed the desk and restarted. There was a lot of back and forth here but I eventually returned to my second idea. However I rethought it. What if YOU were in a game but something is trying to delete you to free diskspace? After some more planning I built my prototype. And this is how it began.\n![1.gif](\/\/\/raw\/50a\/c\/z\/1ab2b.gif)\n\nA simple pointer that would grab objects and then drag them to the recycling bin to be deleted. The objects to be deleted were pre-defined by me and this is how I built my levels. I later decided to allow the player to stand on the mouse-pointer (as a compromise for the fact that I couldn't figure how to allow the player to interact with the picked up objects).\n![3.gif](\/\/\/raw\/50a\/c\/z\/1ab2d.gif)\n\n![2.gif](\/\/\/raw\/50a\/c\/z\/1ab2c.gif)\n\n## Categories:\n\n**Fun: **Messed up the difficulty, still irritates me now. I built the levels until they were difficult for 'me' to complete. It seems like I forgot that any difficulty for the programmer is basically doubled for the player most of the time. A big plus for me this time around was finding a good way to convey information to the player. Something that I failed at before. If only I remembered that tutorial levels are pretty important too! (Stupid Level 2 too damn difficult grr)\n\n**Innovation: **Not surprised in the slightest that this was my best category. Nothing else to say.\n\n**Theme: **I think I should have added a quick sum up of the story in the game so people understood where the \"Running Out of Space\" bit came to play. I shoe-horned it into my description which wasn't very smart.\n\n**Graphics: **I finally came up with an art style over the post-jam period. Still thinking though on how to implement it properly due to the way my game is built. Otherwise, nothing else to complain about.\n\n**Audio: **STUPID DEATH SOUND RUINED EVERYTHING.\n\n**Humour: **Surprised this got such a high rating.\n\n## Looking back at my targets:\n\n[I made a post](https:\/\/ldjam.com\/events\/ludum-dare\/42\/dos-deletion-of-old-stuff\/the-big-10-10-hours-to-go), where I set myself targets for what I wanted to keep in line this Ludum Dare. And looking back:\n\n1. I focused on mechanics and not on content.\n\n2. I scoped down to the point where I actually had left over time at the end for polish (for once!)\n\n3. I am still alive and able-bodied.\n\nSo I can tick those off.\n\n**Progress: **Just like last time. I constructed a well made and orderly graph to show my progress since LD40 (my first game <3) and I am happy to say... THAT PROGRESS WAS MADE BAY BAY.\n![PROGRESS.PNG](\/\/\/raw\/50a\/c\/z\/1ab29.png)\n\n## What I've learnt and Conclusion: \n\nAs always I have learnt a bunch of stuff. Every LD taught me something new that I didn't know or forced me to get out of my comfort zone. [Last time round I learnt about](https:\/\/ldjam.com\/events\/ludum-dare\/41\/jump-and-draw\/my-long-overdue-post-mortem-for-ld41): Prefabs, Tilemaps, Raycasts, Friction and Jumping all of which I applied in this game. This time round I :\n\n1. Learnt a huge amount on animations, I didn't even know Animation Events existed until now.\n\n2. Secured my knowledge on Raycasts.\n\n3. Learnt a good amount on Audio in Unity.\n\n4. Learnt to love delegates.\n\nI will continue to work on DOS in the future as I do truly love my game more so than any other of my previous LD Jam entries. This one has a lot of potential and I will keep working until it is the game that it is destined to be. Thanks for reading! Have a good 4 months until LD43 comes around!","title":"Ludum Dare 42: Looking Back","wayback_source":[]}