{"author_name":"Pickens Inc.","cat":"LD #33","comments":[],"epoch":1440793140,"likes":2,"metadata":{"p_key":"13234","p_author":"Pickens Inc.","p_authorkey":"25346","p_urlkey":"48490","p_title":"VINDICTAE: A (hideously long) Ludum Dare Post-Mortem\/ Journey of self-discovery, reminiscence, embar","p_cat":"LD #33","p_event":"LD33","p_time":"1440793140","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"25346","us_name":"Pickens Inc.","us_username":"pickensincorporated","event_start":"1440115200","event_key":"29","event_name":"LD33"},"text":"<p>Hello!<\/p>\n <p>So, I don&#8217;t really feel the need to put a second-by-second schedule of what it is I did, and I lost a lot of time in the end due to visiting family, but here is a post-mortem dissection and reflection as to the use of my time during the development of Vindictae (working title, not good with names).<\/p>\n <p>Now, I&#8217;ve always had a problem with themes. The last LD I did was the &#8216;Entire Game on One Screen&#8217; one, and I\u00a0<strong>hated<\/strong>\u00a0that theme, despite (after a lengthy period of time) getting a good idea and making something quite fun. It also always took me a couple hours just to think of something.<\/p>\n <p>So it&#8217;s ironic that, although I saw this theme and disliked it, I proceeded to get the idea rather quickly. It was amusing that I was originally doing the typical &#8216;list words relating to monster, what relates to them, etc.&#8217; and the &#8216;look around your environment for inspiration&#8217; malarkey, couldn&#8217;t think of anything, then my idea just came to me, completely out of the blue. So I&#8217;ve no idea how concept people do it.<\/p>\n <p>My idea, in the end, was to make a survival game where you were a ghost wisp thing being besieged by an onslaught of soldiers with varying weapons, with the only way of defense would be to take over the body of soldiers and use their weapons, parading them around as a bullet sponge until either you get bored or they are more lead than flesh, then move on to the next.<\/p>\n <p><strong>Day 1:<br \/>\n <\/strong><\/p>\n <p>The movement was implemented, and I lazily used the GM Studio particle system. This was easy enough. Flying around was fun!<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/15.gif\"><img class=\"alignnone size-full wp-image-497174\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/15.gif\" alt=\"1\" width=\"320\" height=\"329\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>Unfortunately, the issue that arose was that I fell into the deadly trap of realising I had never done sophisticated top down AI before. After many, many hours, I had about four uses of the mp_potential_step_object function being used along with the basic bullet and firing system, because I&#8217;m too dumb to figure out how to do it otherwise, but it was very broken. No time to fix it, though for I had a family member to visit in hospital. For context, I am not heartless, and also I&#8217;m Seventeen, so I still live with my family, etc.<br \/>\n But I did have the basic dumb chasing AI in!<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/23.gif\"><img class=\"alignnone size-full wp-image-497182\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/23.gif\" alt=\"2\" width=\"320\" height=\"329\" \/><\/a><\/p>\n <p><strong>Day 2 : Return of Day<\/strong><\/p>\n <p>The next day I woke up bright and early, and spent all my time till lunch finishing AI and implementing the basic possession system and bullet system. Because of my rigorous (and mostly tedious) preparation the day before, this was almost totally bug free, (except for the movement while possessed, which had such buggy firing I was confused as hell, before realising it was actually my space bar that had broken from spamming it so much or something, not my code, haha) so there&#8217;s that! Hours before the evening, I had this to show for it, before having to visit another family member for the evening:<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/43.gif\"><img class=\"alignnone size-full wp-image-497181\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/43.gif\" alt=\"4\" width=\"320\" height=\"327\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p><strong>Day 3 : Something Something Final Daystinaytion<\/strong><\/p>\n <p>Waking up insanely early (for me) I realized, even with ~18 hours to go, I wasn&#8217;t going to finish this &#8216;army&#8217; thing quite so nicely, so I basically go into the idea of just having a survival map with the idea of just racking up as many souls as possible before your inevitable demise. So, I made a quite nice soldier who fired a rifle thing, rather than a pistol thing, put them in a test map, and showed it off!<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/52.gif\"><img class=\"alignnone wp-image-497192\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/52.gif\" alt=\"5\" width=\"462\" height=\"328\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>Spooky slaughters! Pretty fun, too, and at this point I am really happy with everything save the graphics, which I have stated before as vomit-inducing, whereupon I also made a destructive enemy, who can give other enemies access to you when you hide in walls, demonstrated:<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/64.gif\"><img class=\"alignnone wp-image-497195\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/08\/64.gif\" alt=\"6\" width=\"467\" height=\"318\" \/><\/a><\/p>\n <p>So, with some time to spare, as I have already disregarded audio as a luxury for the talented, I made some levels, and finished my game&#8217;s polish at half 2 in the morning, to submit.<\/p>\n <p>&nbsp;<\/p>\n <p>&#8230;then promptly realising the next day that I&#8217;d forgotten to add the actual &#8216;play&#8217; button to the menu! Good stuff!<\/p>\n <p>&nbsp;<\/p>\n <p>So then, now for the obligatory reflection!<\/p>\n <p><strong>What went right?<\/strong><\/p>\n <ul>\n <li><strong>The concept:<\/strong> I loved the idea of switching from body to body, mercilessly slaughtering sellsword after sellsword.<\/li>\n <li><strong>Implementation of said concept:\u00a0<\/strong>While it didn&#8217;t turn out\u00a0<em>quite<\/em> like that, it&#8217;s still, in my opinion, a really neat system.<\/li>\n <li><strong>The soldiers:\u00a0<\/strong>Three uniquely identifiable soldiers, all with fun weapons to screw around with, except for pistol guy. He&#8217;s lame (intentionally &#8211; lame to use, but easy to kill)<\/li>\n <li><strong>Weapons:\u00a0<\/strong>I thoroughly enjoyed firing the rifle, and using the (slightly op) grenade launcher thing, how you can use it to blow up walls, etc.<\/li>\n <\/ul>\n <p><strong>Okay then, what about what happened that was the opposite of going well?<\/strong><\/p>\n <p>As for the bad things, there were numerous:<\/p>\n <ul>\n <li><strong>The graphics:\u00a0<\/strong>always to be expected, I can&#8217;t draw. Like, at all. So don&#8217;t even start with animation. I used to have a guy I met who was great enough to draw sprites for me, but I lost contact with him after he disused Skype, and clearly moved on to bigger things, so (shameless plea)<strong>\u00a0<\/strong><span style=\"color: #ff0000\"><strong>if you&#8217;re an artist (or somebody \u00a0who isn&#8217;t me who can draw) and you don&#8217;t like programming and money, give me a call!\u00a0<\/strong><\/span>Subtle hints aside, it has been a limiting factor to the charm and satisfaction of every feature in my games since my artist friend buggered<\/li>\n <li><strong>Audio:\u00a0<\/strong>With no time to make music even if I knew how, I had barely three-four minutes to find two three of music and implement them into the levels and menus, the boss, and the survival aspect. Again, no idea how people make music, and I haven&#8217;t the time nor the talent to learn, unfortunately. Once I tried to ask the only musical contact I had, an acquaintance of mine, if she could possibly make a track of music for me for money, but I had the social skills of a stoned catfish and had a unique&#8230;\u00a0<em>situation<\/em> regrding them, so that went pretty much as expected!\u00a0And this was but a year ago! Yay for childhood, or something.<\/li>\n <li><strong>AI:\u00a0<\/strong>They&#8217;re dumb. I&#8217;m too dumb to make them not dumb.<\/li>\n <\/ul>\n <p>So yes! That&#8217;s the life story of my game&#8217;s creation. And scrolling up I see my reminder to not write too much, so look at me! Now I&#8217;m a liar. That&#8217;s another lie, because I&#8217;ve lied many times prior. So in conclusion, I&#8217;ll stop talking now, after these last statements:<\/p>\n <p>I&#8217;ve seen some amazing entries out there, good job guys! (And one\u00a0<em>not\u00a0<\/em>so great one&#8230; \u00a0seriously, it&#8217;s shameful, and it isn&#8217;t mine)<\/p>\n <p>And so thanks for reading this monstrosity, and if you want to burn even more time, maybe check out my game right\u00a0<strong><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=25346\">HEREEEEEEEEEEE<\/a>.\u00a0<\/strong>Subtle, I know.<\/p>\n <p>Most likely all from me via post for a while, as I&#8217;ll be consumed with college work soon enough, but I&#8217;m going to be able to rate games for at least another week, so ta-ra, fellow developers!<br \/>\n Taha<\/p>","time":"August 28th, 2015 3:19 pm","title":"VINDICTAE: A (hideously long) Ludum Dare Post-Mortem\/ Journey of self-discovery, reminiscence, embarrassment, and pleas!"}