{"author_name":"petey123567","cat":"LD #32","comments":[],"epoch":1429911300,"likes":2,"metadata":{"p_key":"17687","p_author":"petey123567","p_authorkey":"4433","p_urlkey":"52993","p_title":"Tanks vs. Bicycle Post-Mortem","p_cat":"LD #32","p_event":"LD32","p_time":"1429911300","p_likes":"2","p_comments":"1","p_status":"UPD5","us_key":"4433","us_name":"petey123567","us_username":"petey123567","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=4433\">Try the game here<\/a>.\u00a0You play as an invisible cyclist dodging tanks to deliver important intel back to HQ. Intended to be a twitchy endless runner style game:<\/p>\n <p><img class=\"alignnone\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/\/444368\/4433-shot0-1429563964.png-eq-900-500.jpg\" alt=\"\" width=\"580\" height=\"312\" \/><\/p>\n <p>My main goal for this jam was to do some nicer art than I usually do. I&#8217;m a programmer by trade and art is my biggest weakness so I normally go all out on gameplay mechanics\/juics\/feel. This time\u00a0I wanted an excuse to try and up the look of my games or at least try some new stuff art-wise. \u00a0In the past I tried pixel art, which turned out ok.\u00a0I wasn&#8217;t even planning to enter this time as my weekend was split up by airplane trips and work, but while waiting in the airport playing Crossy Road I though maybe I could try a voxel style game.<\/p>\n <p>From that \u00a0premise arises two questions:<\/p>\n <p>1. \u00a0<strong>How do I make voxel models?<\/strong> In the olden days I&#8217;d have to write my own tools and it&#8217;d take forever. Luckily I discovered <a href=\"https:\/\/voxel.codeplex.com\/\">Magica Voxel<\/a> in a matter of minutes and had a test model exported to obj ready to go.<\/p>\n <p>2. \u00a0<strong>How do I get my voxel models in the game?<\/strong>\u00a0This turned out to be as simple as copying the exported obj and material file into my unity project&#8217;s asset folder and presto the model was in game!<\/p>\n <p>After that it was mostly all down hill, whipping up some controls and object spawning, hooking up the intro and tank difficulty progression.<\/p>\n <p>I wanted to get a lot more juice (particle \u00a0effects, camera shake, other polish) but I didn&#8217;t end up with enough time. The controls are a bit touchy and if I were to continue I would add more variety to the tanks and obstacles you have to avoid. But overall for the 8\u00a0hours-ish I put in it&#8217;s not too bad. In the end someone mentioned &#8220;really enjoyed the visual style,&#8221; which is what I was trying to aim for, so the game&#8217;s a success in my book despite it&#8217;s short-comings.<\/p>\n <p>If anything, I hope I&#8217;ve inspired you to try out voxel art sometime. It&#8217;s fun and can look pretty good!<\/p>","time":"April 24th, 2015 4:35 pm","title":"Tanks vs. Bicycle Post-Mortem"}