{"author_name":"Mutt","cat":"LD #33","comments":[],"epoch":1441835760,"likes":3,"metadata":{"p_key":"12995","p_author":"Mutt","p_authorkey":"30829","p_urlkey":"48249","p_title":"Post Mortem for \u2018Artifacts of Monstrosity\u2019","p_cat":"LD #33","p_event":"LD33","p_time":"1441835760","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"30829","us_name":"Mutt","us_username":"mutt","event_start":"1440115200","event_key":"29","event_name":"LD33"},"text":"<p>Alright, it&#8217;s about time I wrote a post mortem. It&#8217;s my second (successful) ludum dare, and although I had to skip the compo and go for the jam, I&#8217;m really happy with the results.<\/p>\n <p>&#8216;Artifacts Of Monstrosity&#8217; is a top down zelda style action-rpg \/ shoot em up (I guess), with a big world to explore and a stupid boss to defeat after collecting 4 mostly useless items.<\/p>\n <p><img class=\"aligncenter wp-image-500679\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/screenshot-550x367.png\" alt=\"screenshot\" width=\"480\" height=\"320\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/screenshot-300x200.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/screenshot-550x367.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/screenshot.png 720w\" sizes=\"(max-width: 480px) 100vw, 480px\" \/><\/p>\n <h3><\/h3>\n <h3>SOME THINGS THAT WENT RIGHT<\/h3>\n <p><strong>Code Reuse:<\/strong><\/p>\n <p>I had already been messing around porting my LD28 game from C++ to Javascript, so I just borrowed code from that as needed. It was pretty tightly coupled to the other game, and I ended up needing to rewrite a lot of stuff, but it still saved me a ton of time.<\/p>\n <p><strong>Graphics And Animation:<\/strong><\/p>\n <p>I&#8217;m kind of surprised with how well the animation came out for the main character. I guess all those pixel art tutorials I read sunk in somehow. As nice as everything looks though, I&#8217;m thinking of adopting a simpler style for future dares, to have more time to spend on gameplay.<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/monster.png\"><img class=\"alignleft wp-image-500677 size-full\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/monster.png\" alt=\"monster\" width=\"192\" height=\"128\" \/><\/a><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/tilesheet-crop-white-bg.png\"><img class=\"alignnone wp-image-500678 size-full\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/tilesheet-crop-white-bg.png\" alt=\"tilesheet-crop-white-bg\" width=\"256\" height=\"160\" \/><\/a><\/p>\n <p><strong>Level Design:<\/strong><\/p>\n <p>I used Tiled for my level editing, which has its annoyances but overall was infinitely nicer than what I did for my last LD game, which was png images with colors keyed to tiles and objects.<\/p>\n <p>With the extra time from choosing to go for the jam, I went nuts making whole bunch of interesting areas to explore, helping create a sense of adventure.<\/p>\n <p><strong>Simple Gameplay:<\/strong><\/p>\n <p>My original ideas were over-ambitious: I wanted inventory menus, equippable gear, shops, minibosses, etc. and I had to cut it all. The end game is really simple, but still fun, I think.<\/p>\n <p>Ludum dare helps you realize games don&#8217;t need a lot of &#8216;stuff&#8217; as long as the fundamentals are right<\/p>\n <h3>THINGS THAT WENT NOT SO RIGHT<\/h3>\n <p><strong>Motivation:<\/strong><\/p>\n <p>I was way more motivated for my first LD, which was good because I did all the engine code from scratch on that one. This time I used an existing codebase, but I ended up losing most of the time gained due to a lazier pace and procrastination. \u00a0On the other hand rushing the whole time sucks, so maybe it&#8217;s better to be prepared and avoid the need to work frantically.<\/p>\n <p><strong>Tedious Code Writing:<\/strong><\/p>\n <p>Even drawing from an existing codebase, I still ended up needing to write collision handlers and resources management scripts, etc. I need to put this stuff together into a complete, flexible engine.<\/p>\n <p><strong>Too Much Unfinished Stuff:<\/strong><\/p>\n <p>I didn&#8217;t prioritize well enough, so a lot of things were missed &#8212; no sound for one, but I also left a lot of signs and npc&#8217;s around that don&#8217;t do anything when clicked on and that bugs the crap out of me.<\/p>\n <h3>THINGS THAT IM NOT SURE ABOUT<\/h3>\n <p><strong>Tiled:<\/strong><\/p>\n <p>Tiled is a pretty fantastic editor in a lot of ways, and lets you build maps fast, but it also has some annoying aspects. I had kind of a weird workflow and ended up writing a bunch of ruby scripts to process Tiled&#8217;s output.<\/p>\n <p><strong>Javascript:<\/strong><\/p>\n <p>Javascript is really awesome despite it&#8217;s quirks, and I love that the programs I write can run anywhere. But I have a bit of a love\/hate relationship with dynamic typing. Every time I spend 20 minutes debugging some stupid typo that would have been caught at compile time in a static language I die a little inside.<\/p>\n <h3>POST JAM EDITION?<\/h3>\n <p>I&#8217;m planning on making a post jam edition when I get time.<\/p>\n <p>Some things I&#8217;m planning (besides fixing stuff): music (I got some from open game art picked out), sound effects, new areas, bigger dungeons, enemy variations, a better final boss, more signs and monsters to talk to, and maybe even shops of some kind. I&#8217;ll make a post when I finish it.<\/p>\n <p>In the meantime, <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=30829\">Click here to Play &#8216;Artifacts Of Monstrosity&#8217;<\/a>. \u00a0It runs in the browser!<\/p>","time":"September 9th, 2015 4:56 pm","title":"Post Mortem for \u2018Artifacts of Monstrosity\u2019"}