{"author_name":"crazya","cat":"LD #32","comments":[{"author_name":"","time":"May 1, 2015 9:13 pm","epoch":1430532780,"text":"I&#8217;m glad you wrote this up! This was definitely up there as one of my favorite entries!","spam":"N"},{"author_name":"crazya02","time":"May 1, 2015 9:17 pm","epoch":1430533020,"text":"Boop! Added a quick bit on the development process.","spam":"N"}],"epoch":1430532540,"likes":3,"metadata":{"p_key":"17532","p_author":"crazya","p_authorkey":"504457","p_urlkey":"52836","p_title":"Quality Television: The Postmortem!","p_cat":"LD #32","p_event":"LD32","p_time":"1430532540","p_likes":"3","p_comments":"2","p_status":"UPD5","us_key":"504457","us_name":"crazya","us_username":"crazya","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p style=\"text-align: center\"><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/MAINSCREEN.png\"><img class=\"alignnone wp-image-454760 size-large\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/MAINSCREEN-550x303.png\" alt=\"MAINSCREEN\" width=\"550\" height=\"303\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/MAINSCREEN-300x165.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/MAINSCREEN-550x303.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/MAINSCREEN.png 980w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p style=\"text-align: left\">So I&#8217;d say enough time has elapsed since I released\u00a0<a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=51023\" target=\"_blank\">Quality Television<\/a>\u00a0for me to look back on it. The concept is simple yet silly: your only weapon is a television, and placing it anywhere will hypnotize any guards caught in its entrancing rays. Developing this thing was a lot of fun, as you might imagine! First up, the development process:<\/p>\n <ol>\n <li style=\"text-align: left\">First afternoon- Brainstorming! It actually only took about 5 minutes of brainstorming for this idea to pop into my head. My first idea was a JRPG where you use words as a weapon, but I&#8217;m terrible at JRPG design. My next idea was BANANARANG!, which is exactly what it sounds like, but that seemed too indistinguishable (mechanically speaking) from a normal boomerang. Then I hit upon the TV idea, loved it, and started prototyping. It was all engine work today, but not much else.<\/li>\n <li style=\"text-align: left\">Second day- I made a phenomenal amount of progress on the second day; most of the content you see in game is from this stage of development. Level design was top priority, and I finished all but level 8 (which was a story level more than anything else).<\/li>\n <li style=\"text-align: left\">Final hours- From here was the aforementioned level 8, the beginning and ending sequences, and sound and music. I wasn&#8217;t as productive here as I was the previous day, but I&#8217;d say I&#8217;m pretty happy with how complete the game feels.<\/li>\n <\/ol>\n <p style=\"text-align: left\">I guess I&#8217;ll go straight to what went well and what didn&#8217;t:<\/p>\n <p style=\"text-align: left\"><strong>PROS:<\/strong><\/p>\n <ul>\n <li style=\"text-align: left\"><em>Core Gameplay<\/em>: The core mechanics of the game worked out really well. I ended up with the game alternating between action and puzzle levels, with the final levels (Levels 6 and 7) being an effective mix of both. I feel like the Level 4 difficulty spike was a bit too much though, maybe I should have had an additional level to better teach the unusual light mechanics.<\/li>\n <li style=\"text-align: left\"><em>Technical Stuff<\/em>: Aside from a Windows version crash that was fixed within a couple hours after release, there weren&#8217;t any major bugs.<\/li>\n <li style=\"text-align: left\"><em>Sound and Music<\/em>: I had enough free time on the final day to put together a decent (albeit short) soundtrack in Renoise. If you pay attention, you&#8217;ll notice that additional instruments come in when the TV is in play. I even made the added instruments low-quality and static-y, as if they were coming from the TV itself.<\/li>\n <li style=\"text-align: left\"><em>Art<\/em>: Well, it was there. I do think that its simplicity worked well.<\/li>\n <li style=\"text-align: left\"><em>Story:<\/em> This was a lot of fun. The story is, again, simple, but the opening text really set the tone, featuring the &#8220;Sinister Governing Body&#8221; (or SGB). I&#8217;d rather not spoil the ending here, but suffice it to say that it&#8217;s pretty crazy&#8211; and a natural extension of the game&#8217;s mechanics, too!<\/li>\n <\/ul>\n <p><strong>CONS:<\/strong><\/p>\n <ul>\n <li><em>Scope<\/em>: Generally, when you see &#8220;scope&#8221; in the &#8220;cons&#8221; section of a LD postmortem, you expect the author to have overstretched themselves. In fact, the opposite ended up happening. There are only 8 levels, the last of which is entirely story-oriented. I feel like I could have done a lot more with the concept with the time allotted.<\/li>\n <\/ul>\n <p>So here we have the pros vastly outweighing the cons. What a successful success this success has successfully been! Successful.<\/p>\n <p style=\"text-align: center\"><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=51023\">Download Quality Television here. Successfully.<\/a><\/p>","time":"May 1st, 2015 9:09 pm","title":"Quality Television: The Postmortem!"}