How to fail at Ludum Dare

LD32 was my 4th ludum dare, and the first I finished a playable game. It was also the first time I had to upload changed code (twice) after compo ended. The problems rendered game unplayable: at first, textures did not load in compiled version (everything looked fine in unity), and then I found out that if you get killed and restart the level, you can’t move (while game requires you to try and fail for a first minute, to figure out what happens).
During LD30 and LD31 I already learned, that I need to plan levels, and having a vague idea what they’ll be is not enough: in LD30 I did not even know what I want to do, in LD31 I had everything planned, but prologue, and I wasted most of the time working on that one part. Yet once again I did not do anything about it. In effect, I had to rush some block-built arena on the last minute, that killed the performance, and I never had time to even try if my game works.
That’s how you fail – by not learning on your own mistakes.

Zrzut ekranu 2015-04-26 09.54.06

Zrzut ekranu 2015-04-26 09.54.40

Obligatory entry link.

Comments

26. Apr 2015 · 08:59 UTC
A good rule of thumb is to plan your game with the mindest that you have only one day. Try to “finish” it in that time frame and then use the whole second day for polishing, balancing, music, art and adding new features.
26. Apr 2015 · 09:03 UTC
Note: I still need most of the second day to get to a playable state but since I try that technique I end up having a somewhat finished and polished version a couple of hours before deadline (still missing a lot of stuff of course but that’s normal for LD)
Boberro
26. Apr 2015 · 11:56 UTC
I think, that for next compo I’ll try to have a redesign session at the end of first day. So after I work for a day, I need to make more formal documentation for day 2. This way >maybe< I won't waste time on things that for some reason got me stuck.
rburema
12. May 2015 · 20:10 UTC
I forgot to thank you for the ‘award’ … I was asking for it :-)