{"author_link":"\/users\/sztobar","author_name":"sztobar","author_uid":"sztobar","comments":[],"epoch":1587669550,"event":"LD46","format":"md","ldjam_node_id":207417,"likes":11,"metadata":{"p_key":"144536","p_author":"sztobar","p_authorkey":"1138414","p_urlkey":"360949","p_title":"Seven nights - post-mortem from a programmer perspective","p_cat":"LDJam ","p_event":"LD46","p_time":"1587669550","p_likes":"11","p_comments":"0","p_status":"WAYBACK","us_key":"1138414","us_name":"sztobar","us_username":"sztobar","event_start":"1587081600","event_key":"77","event_name":"Ludum Dare 46"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD46","removed_author":false},"_superparent":176557,"_trust":1,"author":138414,"body":"It's my third Ludum Dare participation. Someone would've guessed that by now I should have a better understanding of what I can deliver in a three days game jam duration. I became much more proficient in Unity and it takes me much quicker to figure out how to implement a specific mechanic even If it's completely new for me. Thing is - this time our type of the game was completely out of my comfort zone. So far I programmed 3 simple platformers, for this Ludum Dare our team came up with an idea of a top-down game. With stuff like inventory management, equipped items, buffs, and crafting system. I should've known that this was too much for me, but Ludum Dare jams were always supposed to be a challenge for me and the team, and the idea that we came up with was so good it would be waste to throw it away.\n\n![screen1.png](\/\/\/raw\/eac\/12\/z\/32d4d.png)\n\nIn every jam I participated so far, there was always a time on the last day when we decided that we need to cut-off content to make it in time. Our final product is then about half of the size that it was supposed to be. But it was made on time.\n\n![unity window.png](\/\/\/raw\/eac\/12\/z\/32d4e.png)\n\nWith our current idea, everything plays together so tightly that there was nothing to cut-off without the serious impact of the game. That's why when we published it, it was highly unplayable and had a lot of bugs which made completion impossible. Who would've guessed that more content is not only more stuff to design and program but also more to test. Now after a few additional days of polishing and fixing critical bugs, it's kinda ready. Ready in a shape that Ludum Dare entry deserves. There are still a lot of ideas and improvements that we want to add. But now the game could be enjoyed.\n\n![unity window 2.png](\/\/\/raw\/eac\/12\/z\/32d52.png)\n\nI learned so much in recent days, it's this amazing feeling of self-development that makes every LD enjoyable. It was the first time that I created a simple shader using `Shader Graph`, made proper use of Unity `ScriptableObjects`, and had so many objects interacting with each other on collision. This was also first jam when I participated in a team that had someone responsible for the sound (kudos to amazing composer [Gabriel Pulcinelli](https:\/\/www.youtube.com\/channel\/UCfdy_2t0Fhbh9OreTR9t21Q)). It's so good to hear music composed specifically for your game.\n\nIf you like a specific atmosphere in games I highly recommend checking our entry. If not for the gameplay (which ended up a little confusing), then for amazing music and graphics.\n\nP.S. Singletons are evil, but also so very tempting to use, especially when the speed matters. 11 is my new record of them\n![singletons.png](\/\/\/raw\/eac\/12\/z\/32d68.png)","comments":9,"comments-timestamp":"2020-04-24T10:49:53Z","created":"2020-04-23T18:28:29Z","files":[],"files-timestamp":0,"id":207417,"love":11,"love-timestamp":"2020-04-23T20:59:06Z","meta":[],"modified":"2020-04-24T10:49:53Z","name":"Seven nights - post-mortem from a programmer perspective","node-timestamp":"2020-04-23T19:25:24Z","parent":184052,"parents":[1,5,9,176557,184052],"path":"\/events\/ludum-dare\/46\/seven-nights\/seven-nights-post-mortem-from-a-programmer-perspective","published":"2020-04-23T19:19:10Z","scope":"public","slug":"seven-nights-post-mortem-from-a-programmer-perspective","subsubtype":"","subtype":"","type":"post","version":627955},"node_metadata":{"n_key":"207417","n_urlkey":"360949","n_parent":"184052","n_path":"\/events\/ludum-dare\/46\/seven-nights\/seven-nights-post-mortem-from-a-programmer-perspective","n_slug":"seven-nights-post-mortem-from-a-","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"138414","n_created":"1587666509","n_modified":"1587725393","n_version":"627955","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/46\/seven-nights\/seven-nights-post-mortem-from-a-programmer-perspective","text":"It's my third Ludum Dare participation. Someone would've guessed that by now I should have a better understanding of what I can deliver in a three days game jam duration. I became much more proficient in Unity and it takes me much quicker to figure out how to implement a specific mechanic even If it's completely new for me. Thing is - this time our type of the game was completely out of my comfort zone. So far I programmed 3 simple platformers, for this Ludum Dare our team came up with an idea of a top-down game. With stuff like inventory management, equipped items, buffs, and crafting system. I should've known that this was too much for me, but Ludum Dare jams were always supposed to be a challenge for me and the team, and the idea that we came up with was so good it would be waste to throw it away.\n\n![screen1.png](\/\/\/raw\/eac\/12\/z\/32d4d.png)\n\nIn every jam I participated so far, there was always a time on the last day when we decided that we need to cut-off content to make it in time. Our final product is then about half of the size that it was supposed to be. But it was made on time.\n\n![unity window.png](\/\/\/raw\/eac\/12\/z\/32d4e.png)\n\nWith our current idea, everything plays together so tightly that there was nothing to cut-off without the serious impact of the game. That's why when we published it, it was highly unplayable and had a lot of bugs which made completion impossible. Who would've guessed that more content is not only more stuff to design and program but also more to test. Now after a few additional days of polishing and fixing critical bugs, it's kinda ready. Ready in a shape that Ludum Dare entry deserves. There are still a lot of ideas and improvements that we want to add. But now the game could be enjoyed.\n\n![unity window 2.png](\/\/\/raw\/eac\/12\/z\/32d52.png)\n\nI learned so much in recent days, it's this amazing feeling of self-development that makes every LD enjoyable. It was the first time that I created a simple shader using `Shader Graph`, made proper use of Unity `ScriptableObjects`, and had so many objects interacting with each other on collision. This was also first jam when I participated in a team that had someone responsible for the sound (kudos to amazing composer [Gabriel Pulcinelli](https:\/\/www.youtube.com\/channel\/UCfdy_2t0Fhbh9OreTR9t21Q)). It's so good to hear music composed specifically for your game.\n\nIf you like a specific atmosphere in games I highly recommend checking our entry. If not for the gameplay (which ended up a little confusing), then for amazing music and graphics.\n\nP.S. Singletons are evil, but also so very tempting to use, especially when the speed matters. 11 is my new record of them\n![singletons.png](\/\/\/raw\/eac\/12\/z\/32d68.png)","title":"Seven nights - post-mortem from a programmer perspective","wayback_source":[]}