{"author_link":"\/users\/denatus","author_name":"Denatus","author_uid":"denatus","comments":[],"epoch":1634241408,"event":"LD49","format":"md","ldjam_node_id":274434,"likes":4,"metadata":{"p_key":"162004","p_author":"Denatus","p_authorkey":"1261104","p_urlkey":"384994","p_title":"Postmortem on Unpredictable Processes","p_cat":"LDJam ","p_event":"LD49","p_time":"1634241408","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1261104","us_name":"Denatus","us_username":"denatus","event_start":"1633046400","event_key":"119","event_name":"Ludum Dare 49"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD49","removed_author":false},"_superparent":258323,"_trust":2,"author":261104,"body":"![Postmortem 2021-10-14 204116.jpg](\/\/\/raw\/0fb\/f3\/z\/4825b.jpg)\n\n# Making games is both easy and hard\n- Figuring out an idea based on a theme can be easy, but distilling it down to something achievable in two days is hard.\n- Getting started with a few clicks for some shapes and a bit of code for a basic concept is easy, but having a plan for a project and follow through is hard. \n- Polishing a single thing until it works great is easy, but seeing the bigger picture and make the bits into a whole is hard.\n\n# What I learned\n\n## The good\n* Making something by and for yourself is really fun and satisfying. Even though the weekend was quite stressful I had such a great time. \n* When you must do everything on your own lean on your strengths. I have a decent understanding of unity and how it works so I leveraged the basic systems like game loop and physics instead of making a new game engine. Mathematics and computer science come naturally so working with code for systems and shader graph was a great idea. \n* Just getting started without a solid plan the first hour and then stopping to make a plan worked great. Setting up the project, box out stuff, while thinking of the greater picture and what you want to do. Since it was quick project I just had a small to-do list in a text file. \n* Posting progress during the project was a great way to see what was done and get a good feel for the progress I made. Reading through the short updates after release felt great.\n\n## The bad\n* Since I\u2019m not an artist I choose to avoid graphics this time around. Overall it was a good idea but it made the game look generic. At least using a more expressive font could have made the game stood out more. Could have made a logo for the game using some online tool.\n* Music is fine, but the loop is too short and become repetitive. Should have planed more time to create a longer tune. Happy with the sound since it fits the overall theme well.\n* I had two prior commitments during the weekend. That took a lot of time from my project. When I was away I thought about what I would do and fix in my project when I got home. Make sure you plan your weekend in advance so you don\u2019t end up with other stuff to do. \n\n## The ugly\n* Learning something new during Ludum Dare is maybe not recommended for a beginner. Spent a few hours learning Unity\u2019s new input system. Still, I couldn\u2019t figure out how to get the controller working properly on the main menu in time. The basic input system would have been okay for this prototype.\n* Build to WebGL refused to work at the end of the compo. Had to export everything and import into another project to get a build working. A few days later I figured out it was a bug in Unity. If the field company name includes quotation mark the WebGL build won\u2019t start. I\u2019ve reported it to Unity in case 1370946. \n\n# Post compo\nI\u2019ve been working on my prototype after release. Got some great feedback on my submission page here at Ludum Dare that I learned from. After the play and rate period is over I will update the game. Here is what I\u2019ve been working on so far.\n\nChange log: \n* Better detection if player is grounded. \n* Visuals indicate if player can jump.\n* Player can no longer partily land on an edge.\n* Player is a bit faster and feels more nimble.\n* Level is less bright and shiny. \n* End of level animation improved.\n\nPlease play my game [Unpredictable Processes](https:\/\/ldjam.com\/events\/ludum-dare\/49\/unpredictable-processes) and give me more suggestions in the comment section. \n","comments":0,"created":"2021-10-14T18:35:08Z","files":[],"files-timestamp":0,"id":274434,"love":4,"love-timestamp":"2021-10-16T19:06:21Z","meta":[],"modified":"2021-10-16T19:06:21Z","name":"Postmortem on Unpredictable Processes","node-timestamp":"2021-10-14T19:56:48Z","parent":262156,"parents":[1,5,9,258323,262156],"path":"\/events\/ludum-dare\/49\/unpredictable-processes\/postmortem-on-unpredictable-processes","published":"2021-10-14T19:56:48Z","scope":"public","slug":"postmortem-on-unpredictable-processes","subsubtype":"","subtype":"","type":"post","version":848916},"node_metadata":{"n_key":"274434","n_urlkey":"384994","n_parent":"262156","n_path":"\/events\/ludum-dare\/49\/unpredictable-processes\/postmortem-on-unpredictable-processes","n_slug":"postmortem-on-unpredictable-proc","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"261104","n_created":"1634236508","n_modified":"1634411181","n_version":"848916","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/49\/unpredictable-processes\/postmortem-on-unpredictable-processes","text":"![Postmortem 2021-10-14 204116.jpg](\/\/\/raw\/0fb\/f3\/z\/4825b.jpg)\n\n# Making games is both easy and hard\n- Figuring out an idea based on a theme can be easy, but distilling it down to something achievable in two days is hard.\n- Getting started with a few clicks for some shapes and a bit of code for a basic concept is easy, but having a plan for a project and follow through is hard. \n- Polishing a single thing until it works great is easy, but seeing the bigger picture and make the bits into a whole is hard.\n\n# What I learned\n\n## The good\n* Making something by and for yourself is really fun and satisfying. Even though the weekend was quite stressful I had such a great time. \n* When you must do everything on your own lean on your strengths. I have a decent understanding of unity and how it works so I leveraged the basic systems like game loop and physics instead of making a new game engine. Mathematics and computer science come naturally so working with code for systems and shader graph was a great idea. \n* Just getting started without a solid plan the first hour and then stopping to make a plan worked great. Setting up the project, box out stuff, while thinking of the greater picture and what you want to do. Since it was quick project I just had a small to-do list in a text file. \n* Posting progress during the project was a great way to see what was done and get a good feel for the progress I made. Reading through the short updates after release felt great.\n\n## The bad\n* Since I\u2019m not an artist I choose to avoid graphics this time around. Overall it was a good idea but it made the game look generic. At least using a more expressive font could have made the game stood out more. Could have made a logo for the game using some online tool.\n* Music is fine, but the loop is too short and become repetitive. Should have planed more time to create a longer tune. Happy with the sound since it fits the overall theme well.\n* I had two prior commitments during the weekend. That took a lot of time from my project. When I was away I thought about what I would do and fix in my project when I got home. Make sure you plan your weekend in advance so you don\u2019t end up with other stuff to do. \n\n## The ugly\n* Learning something new during Ludum Dare is maybe not recommended for a beginner. Spent a few hours learning Unity\u2019s new input system. Still, I couldn\u2019t figure out how to get the controller working properly on the main menu in time. The basic input system would have been okay for this prototype.\n* Build to WebGL refused to work at the end of the compo. Had to export everything and import into another project to get a build working. A few days later I figured out it was a bug in Unity. If the field company name includes quotation mark the WebGL build won\u2019t start. I\u2019ve reported it to Unity in case 1370946. \n\n# Post compo\nI\u2019ve been working on my prototype after release. Got some great feedback on my submission page here at Ludum Dare that I learned from. After the play and rate period is over I will update the game. Here is what I\u2019ve been working on so far.\n\nChange log: \n* Better detection if player is grounded. \n* Visuals indicate if player can jump.\n* Player can no longer partily land on an edge.\n* Player is a bit faster and feels more nimble.\n* Level is less bright and shiny. \n* End of level animation improved.\n\nPlease play my game [Unpredictable Processes](https:\/\/ldjam.com\/events\/ludum-dare\/49\/unpredictable-processes) and give me more suggestions in the comment section. \n","title":"Postmortem on Unpredictable Processes","wayback_source":[]}