{"author_link":"\/users\/phillserrazina","author_name":"PhillSerrazina","author_uid":"phillserrazina","comments":[],"epoch":1556593007,"event":"LD44","format":"md","ldjam_node_id":154579,"likes":0,"metadata":{"p_key":"131190","p_author":"PhillSerrazina","p_authorkey":"1058471","p_urlkey":"347383","p_title":"\"We Pay In Blood\" Post Mortem!","p_cat":"LDJam ","p_event":"LD44","p_time":"1556593007","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1058471","us_name":"PhillSerrazina","us_username":"phillserrazina","event_start":"1556236800","event_key":"75","event_name":"LD 44"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD44","removed_author":false},"_superparent":139254,"_trust":5,"author":58471,"body":"Alright, it's time to do one of these again!\n\n# The Idea\nThis was my 4th Ludum Dare and it was probably the best one, to be honest. Once I saw the theme, I knew I wanted to go for a fighting game because, you know, currency to buy upgrades, and life is crucial in any type of combat. With this in mind, my friends helped me brainstorm and the words **\"arena\"** and **\"paying for weapons\"** started to pop up with a few ideas. \"Boxhead\" (it's an older, flash game) started to come up in my mind as I thought about this and so I decided to use it as my main inspiration. Here's what the first prototype looked like (around the 2 hour mark):\n\n![Beginning of Day 2.gif](\/\/\/raw\/764\/e\/z\/237eb.gif)\n\n# The Execution\n\n## The Code\nHonestly, everything went **WAY** smoother than what it should have. If you look at my source code, it is one of the messiest things I have ever designed (I still got confused creating weapons even after creating like 5 of them). \n\nThese past few weeks, I had been trying to improve my code to automate most of my day-to-day tasks. Because of this, I noticed that my prototyping skills, where you don't really have the time nor need to automate stuff, are completely gone, so I had to hard-code a ton of stuff (don't even ask me about how I did the character rotation, it's not pretty). **BUT**, everything still worked fine, and what didn't was fixed in an hour or so, which is not bad at all.\n\n### What Went Well:\n- The core code got done super quickly, which gave me time to focus on art and sound (usually never happens);\n- Even though it's not pretty, I'm pretty happy with my combat design since it was my first time making any type of shooter *AND* any type of top-down;\n\n### What Went Bad:\n- My code is so ugly that I will give $10 to anyone that can explain me how it works.\n\n## The Art\nI'll be honest, I was just purely lazy on this one.\n\nI'm not known for my art skills, that's for sure. For some reason, I ran into several problems when I tried to set up some simple animations and I didn't want to get frustrated in the first few hours of the jam, so I moved on and actually enjoyed the way it was, so, yeah :shrug_tone1: \n\n### What Went Well:\n- Even though I still don't consider it \"good\", it is a major improvement on my previous jams and games in general, especially in the UI design;\n\n### What Went Bad:\n- Couldn't implement animations\n- The game was still not as visually appealing as I wished it was\n\n![Screenshot_001.PNG](\/\/\/raw\/764\/e\/z\/2382b.png)\n\n## The Sound\nMy mics have been pretty messed up the past few months, so I ran into the problem of how I would make SFX. I usually am against this, but hey, I was desperate and went to \"Freesound\" and got some good enough SFX from there.\n\nThe music was all me though, and I am actually proud of those 3 pieces I managed to make during Day 2!\n\n### What Went Well:\n- I'd consider my music to be decent, overall. One of the songs is a pump song, the other is slightly eerie, and the other one is just calm, yet unsettling, which I was pleased with.\n\n### What Went Bad:\n- Mic situation, I could've made some artificial SFX, but I just don't think that would've fit this game.\n\n# Conclusion\n\nHonestly, I loved making \"We Pay In Blood\" and it's the most complete I have ever felt after a jam, even if the theme wasn't really my favourite one. \n\n- The code was smooth, even if ugly. \n- The art got improved, which was actually very good for me. \n- The sound was okay, but I'm sure it'll be better in the future!\n\nHopefully the following jams go as well as this one!\n\nThank you for reading this post-mortem! Here's the link to the game: https:\/\/ldjam.com\/events\/ludum-dare\/44\/we-pay-in-blood\n\n### Social Media:\n[Twitter](https:\/\/twitter.com\/PhillTalksAbout)\n[GitHub](https:\/\/github.com\/phillserrazina)\n\n![WePayInBloodThumbnail.PNG](\/\/\/raw\/764\/e\/z\/23846.png)","comments":0,"created":"2019-04-30T02:29:39Z","files":[],"files-timestamp":0,"id":154579,"love":0,"meta":[],"modified":"2019-04-30T02:56:47Z","name":"\"We Pay In Blood\" Post Mortem!","node-timestamp":"2019-04-30T02:56:47Z","parent":148895,"parents":[1,5,9,139254,148895],"path":"\/events\/ludum-dare\/44\/we-pay-in-blood\/we-pay-in-blood-post-mortem","published":"2019-04-30T02:56:47Z","scope":"public","slug":"we-pay-in-blood-post-mortem","subsubtype":"","subtype":"","type":"post","version":461322},"node_metadata":{"n_key":"154579","n_urlkey":"347383","n_parent":"148895","n_path":"\/events\/ludum-dare\/44\/we-pay-in-blood\/we-pay-in-blood-post-mortem","n_slug":"we-pay-in-blood-post-mortem","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"58471","n_created":"1556591379","n_modified":"1556593007","n_version":"461322","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/44\/we-pay-in-blood\/we-pay-in-blood-post-mortem","text":"Alright, it's time to do one of these again!\n\n# The Idea\nThis was my 4th Ludum Dare and it was probably the best one, to be honest. Once I saw the theme, I knew I wanted to go for a fighting game because, you know, currency to buy upgrades, and life is crucial in any type of combat. With this in mind, my friends helped me brainstorm and the words **\"arena\"** and **\"paying for weapons\"** started to pop up with a few ideas. \"Boxhead\" (it's an older, flash game) started to come up in my mind as I thought about this and so I decided to use it as my main inspiration. Here's what the first prototype looked like (around the 2 hour mark):\n\n![Beginning of Day 2.gif](\/\/\/raw\/764\/e\/z\/237eb.gif)\n\n# The Execution\n\n## The Code\nHonestly, everything went **WAY** smoother than what it should have. If you look at my source code, it is one of the messiest things I have ever designed (I still got confused creating weapons even after creating like 5 of them). \n\nThese past few weeks, I had been trying to improve my code to automate most of my day-to-day tasks. Because of this, I noticed that my prototyping skills, where you don't really have the time nor need to automate stuff, are completely gone, so I had to hard-code a ton of stuff (don't even ask me about how I did the character rotation, it's not pretty). **BUT**, everything still worked fine, and what didn't was fixed in an hour or so, which is not bad at all.\n\n### What Went Well:\n- The core code got done super quickly, which gave me time to focus on art and sound (usually never happens);\n- Even though it's not pretty, I'm pretty happy with my combat design since it was my first time making any type of shooter *AND* any type of top-down;\n\n### What Went Bad:\n- My code is so ugly that I will give $10 to anyone that can explain me how it works.\n\n## The Art\nI'll be honest, I was just purely lazy on this one.\n\nI'm not known for my art skills, that's for sure. For some reason, I ran into several problems when I tried to set up some simple animations and I didn't want to get frustrated in the first few hours of the jam, so I moved on and actually enjoyed the way it was, so, yeah :shrug_tone1: \n\n### What Went Well:\n- Even though I still don't consider it \"good\", it is a major improvement on my previous jams and games in general, especially in the UI design;\n\n### What Went Bad:\n- Couldn't implement animations\n- The game was still not as visually appealing as I wished it was\n\n![Screenshot_001.PNG](\/\/\/raw\/764\/e\/z\/2382b.png)\n\n## The Sound\nMy mics have been pretty messed up the past few months, so I ran into the problem of how I would make SFX. I usually am against this, but hey, I was desperate and went to \"Freesound\" and got some good enough SFX from there.\n\nThe music was all me though, and I am actually proud of those 3 pieces I managed to make during Day 2!\n\n### What Went Well:\n- I'd consider my music to be decent, overall. One of the songs is a pump song, the other is slightly eerie, and the other one is just calm, yet unsettling, which I was pleased with.\n\n### What Went Bad:\n- Mic situation, I could've made some artificial SFX, but I just don't think that would've fit this game.\n\n# Conclusion\n\nHonestly, I loved making \"We Pay In Blood\" and it's the most complete I have ever felt after a jam, even if the theme wasn't really my favourite one. \n\n- The code was smooth, even if ugly. \n- The art got improved, which was actually very good for me. \n- The sound was okay, but I'm sure it'll be better in the future!\n\nHopefully the following jams go as well as this one!\n\nThank you for reading this post-mortem! Here's the link to the game: https:\/\/ldjam.com\/events\/ludum-dare\/44\/we-pay-in-blood\n\n### Social Media:\n[Twitter](https:\/\/twitter.com\/PhillTalksAbout)\n[GitHub](https:\/\/github.com\/phillserrazina)\n\n![WePayInBloodThumbnail.PNG](\/\/\/raw\/764\/e\/z\/23846.png)","title":"\"We Pay In Blood\" Post Mortem!","wayback_source":[]}