{"author_link":"\/users\/ramonvicious","author_name":"RaMoNVicious","author_uid":"ramonvicious","comments":[],"epoch":1602619754,"event":"LD47","format":"md","ldjam_node_id":230344,"likes":3,"metadata":{"p_key":"150950","p_author":"RaMoNVicious","p_authorkey":"1221704","p_urlkey":"367455","p_title":"Postmortem like.","p_cat":"LDJam ","p_event":"LD47","p_time":"1602619754","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":"1221704","us_name":"RaMoNVicious","us_username":"ramonvicious","event_start":"1601596800","event_key":"76","event_name":"Ludum Dare 47"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD47","removed_author":false},"_superparent":212256,"_trust":1,"author":221704,"body":"Only 7 days passed after LD47 finished but seems it was a couple of weeks, not 72 hours. Looking back wanna write about the Cycloops development.\n\n### The Idea.\nThe moment when the LD47 theme was announced was a deep night for us, so we started discussing the concept in 9 hours later. Our main decision was not to use the default Groundhog Day idea. We had a couple of ideas - Groundhog Day (as plan B), something with respawning loops after game failure, \"hamster in the wheel\" like, and something with looped level or where we need to make the level as a loop... and we thought the last two was most suitable. In a few minutes, we decided that the game should be about space stations with artificial gravity rings, and the player must find out how to open the door by toggling some switches. The concept fits well with the jam theme and for a jam time frame. Yep, the time frame also important - did we want to finish the game or what? \nSo, our game should be a sidescroller platformer with looped corridors and with some switches.\n\n### Loop mechanics.\nThe main feature of our game was to loop the player in the level and give him some switches to open the exit door. \n![Screenshot 2020-10-09 003545.jpg](\/\/\/raw\/802\/63\/z\/39db6.jpg)\n(First working looped level, switches, and the door)\n\nTechnically - the cycled level looks like a liner level with trigging colliders (on both sides of the level) who send to player controller message to go to the opposite side.\n\n### Switchers.\nIt was only the one type of switch which would open the door or\/and hatches by itself or with other switches. That was too easy even for 72h game and on the second day, we decided to make the game a little bit harder.\n![Screenshot 2020-10-13 225640.jpg](\/\/\/raw\/802\/63\/z\/3a1f9.jpg)\n(Autoswitch)\nAnd we add \"Autoswitches\" - they can accept signals from switches (or other autoswitches) and give away new signals to other autoswitch or exit-door.\n![Screenshot 2020-10-09 004143.jpg](\/\/\/raw\/802\/63\/z\/39dcf.jpg)\n(Right switch control the Left switch and the hatch switch by inverting autoswitch)\nAnd that's all about core gameplay. We had more ideas for switches types, but we hadn't time for them to implement.\n\n### Art. The PixelArt.\nPlatformers often are 2d and we both love pixel art. No other options were there. :) But graphics could be much better if we have more time. At least - pixel-perfect cyclops movements, which we made the day after ld47 was finished. \n![Screenshot 2020-10-13 225334.jpg](\/\/\/raw\/802\/63\/z\/3a1e1.jpg)\n\n### Sound.\nWe have no experience in sound fx and music so, we used the \"sfxr\" sound generator to make the sounds we needed. Despite this, all sounds were created at the first attempt except the jump sound. I think they have fit the game style. And yes, we forgot the music. Honestly, we even haven't discussed this because of a lack of time.\n![Screenshot 2020-10-13 225127.jpg](\/\/\/raw\/802\/63\/z\/3a1df.jpg)\n(Jump sfx)\n\n### Conclusion.\nWe didn't expect the level design of a small game to be such a massive problem for us. :( It looked easy to make levels with a lot of switches and doors, but... it wasn't true. The first two levels, where we show to users how it works, was easy to do. But make levels more difficult and make them possible to complete - was a huge challenge. We spent about 1\/3 of the time on level construction and on play-tests - a lot of paper concepts and a hell of wires, hatches, and switches in Unity editor.\n![Screenshot-2020-10-13-224245-1.jpg](\/\/\/raw\/802\/63\/z\/3a1de.jpg)\nPhew. But at least - we have done it. We made a complete small game we wanted. Okay, almost the complete game. :) Anyway - it was our first gamedev jam... and as for me - I think we were good, despite the fact that there is a lot to strive for in the future.\n\nThank all of you if you read this... and you are awesome if you have played and rated it our game. If not, why are you still here? :)\n\n**The Cycloop game: https:\/\/ldjam.com\/events\/ludum-dare\/47\/cycloop **","comments":0,"created":"2020-10-08T21:54:55Z","files":[],"files-timestamp":0,"id":230344,"love":3,"love-timestamp":"2020-10-13T23:29:07Z","meta":[],"modified":"2020-10-13T23:29:07Z","name":"Postmortem like.","node-timestamp":"2020-10-13T21:20:28Z","parent":220882,"parents":[1,5,9,212256,220882],"path":"\/events\/ludum-dare\/47\/cycloop\/postmortem-like","published":"2020-10-13T20:09:14Z","scope":"public","slug":"postmortem-like","subsubtype":"","subtype":"","type":"post","version":705328},"node_metadata":{"n_key":"230344","n_urlkey":"367455","n_parent":"220882","n_path":"\/events\/ludum-dare\/47\/cycloop\/postmortem-like","n_slug":"postmortem-like","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"221704","n_created":"1602194095","n_modified":"1602631747","n_version":"705328","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/47\/cycloop\/postmortem-like","text":"Only 7 days passed after LD47 finished but seems it was a couple of weeks, not 72 hours. Looking back wanna write about the Cycloops development.\n\n### The Idea.\nThe moment when the LD47 theme was announced was a deep night for us, so we started discussing the concept in 9 hours later. Our main decision was not to use the default Groundhog Day idea. We had a couple of ideas - Groundhog Day (as plan B), something with respawning loops after game failure, \"hamster in the wheel\" like, and something with looped level or where we need to make the level as a loop... and we thought the last two was most suitable. In a few minutes, we decided that the game should be about space stations with artificial gravity rings, and the player must find out how to open the door by toggling some switches. The concept fits well with the jam theme and for a jam time frame. Yep, the time frame also important - did we want to finish the game or what? \nSo, our game should be a sidescroller platformer with looped corridors and with some switches.\n\n### Loop mechanics.\nThe main feature of our game was to loop the player in the level and give him some switches to open the exit door. \n![Screenshot 2020-10-09 003545.jpg](\/\/\/raw\/802\/63\/z\/39db6.jpg)\n(First working looped level, switches, and the door)\n\nTechnically - the cycled level looks like a liner level with trigging colliders (on both sides of the level) who send to player controller message to go to the opposite side.\n\n### Switchers.\nIt was only the one type of switch which would open the door or\/and hatches by itself or with other switches. That was too easy even for 72h game and on the second day, we decided to make the game a little bit harder.\n![Screenshot 2020-10-13 225640.jpg](\/\/\/raw\/802\/63\/z\/3a1f9.jpg)\n(Autoswitch)\nAnd we add \"Autoswitches\" - they can accept signals from switches (or other autoswitches) and give away new signals to other autoswitch or exit-door.\n![Screenshot 2020-10-09 004143.jpg](\/\/\/raw\/802\/63\/z\/39dcf.jpg)\n(Right switch control the Left switch and the hatch switch by inverting autoswitch)\nAnd that's all about core gameplay. We had more ideas for switches types, but we hadn't time for them to implement.\n\n### Art. The PixelArt.\nPlatformers often are 2d and we both love pixel art. No other options were there. :) But graphics could be much better if we have more time. At least - pixel-perfect cyclops movements, which we made the day after ld47 was finished. \n![Screenshot 2020-10-13 225334.jpg](\/\/\/raw\/802\/63\/z\/3a1e1.jpg)\n\n### Sound.\nWe have no experience in sound fx and music so, we used the \"sfxr\" sound generator to make the sounds we needed. Despite this, all sounds were created at the first attempt except the jump sound. I think they have fit the game style. And yes, we forgot the music. Honestly, we even haven't discussed this because of a lack of time.\n![Screenshot 2020-10-13 225127.jpg](\/\/\/raw\/802\/63\/z\/3a1df.jpg)\n(Jump sfx)\n\n### Conclusion.\nWe didn't expect the level design of a small game to be such a massive problem for us. :( It looked easy to make levels with a lot of switches and doors, but... it wasn't true. The first two levels, where we show to users how it works, was easy to do. But make levels more difficult and make them possible to complete - was a huge challenge. We spent about 1\/3 of the time on level construction and on play-tests - a lot of paper concepts and a hell of wires, hatches, and switches in Unity editor.\n![Screenshot-2020-10-13-224245-1.jpg](\/\/\/raw\/802\/63\/z\/3a1de.jpg)\nPhew. But at least - we have done it. We made a complete small game we wanted. Okay, almost the complete game. :) Anyway - it was our first gamedev jam... and as for me - I think we were good, despite the fact that there is a lot to strive for in the future.\n\nThank all of you if you read this... and you are awesome if you have played and rated it our game. If not, why are you still here? :)\n\n**The Cycloop game: https:\/\/ldjam.com\/events\/ludum-dare\/47\/cycloop **","title":"Postmortem like.","wayback_source":[]}