{"author_name":"Anheurystics","cat":"LD #32","comments":[],"epoch":1429513140,"likes":1,"metadata":{"p_key":"18323","p_author":"Anheurystics","p_authorkey":"26198","p_urlkey":"53638","p_title":"Baker\u2019s Dozen Post-Mortem","p_cat":"LD #32","p_event":"LD32","p_time":"1429513140","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"26198","us_name":"Anheurystics","us_username":"blindferret","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p>There is still time for me to modify my game, but I am already worn out from all of the unnecessary hoops I had to jump through.<\/p>\n <p>As I was challenged to try something new this Ludum Dare, I decided to attempt the following:<br \/>\n 1) Make a game NOT using Haxe\/Flash<br \/>\n 2) Not use a third-party framework<br \/>\n 3) Successfully submit for the Compo instead of the Jam<\/p>\n <p>I managed to do 2 out of 3 of those. The first two really took at toll on my work flow, and as such I encountered problems and situations I have not encountered before. Oddly enough, I actually enjoyed fiddling around with JS HTML5 canvas.<\/p>\n <p><strong>What Went Right<\/strong><br \/>\n 1. <strong>Game idea<\/strong> &#8211; I already had the game idea around ten minutes after the theme was introduced. A baker, trying to escape after being imprisoned by robots. Throwing baked goods everywhere. Obviously, I had more projectiles and enemy types planned, but the core gameplay was there.<\/p>\n <p>2. <strong>Adherence to an art theme<\/strong> &#8211; Not being an artist, I had to tighten my &#8220;graphics budget&#8221; a lot. I decided to stick to the color palette of the Commodore 64, along with the font. I wish I could&#8217;ve done even more and changed the resolution and controls, but it was already too late at that point.<\/p>\n <p>3. <strong>Level editor<\/strong> &#8211; I also made my own level editor in JS, which made it easier to define sections of each level. It was certainly easier than manually editing JSON entries and whatnot.<\/p>\n <p><strong>What Went Wrong<\/strong><br \/>\n 1. <strong>Not relying on a framework\/engine<\/strong> &#8211; Even if the HTML5 canvas already took care of things such as drawing and event handling for me, I still had to do stuff that frameworks normally would&#8217;ve done for me immediately. Even if I did expect this from my &#8220;no framework&#8221; challenge, I still ended up being overwhelmed by the amount of work.<\/p>\n <p>2. <strong>Not having a good grasp on the design<\/strong> &#8211; While I had the mechanics down already, I wasn&#8217;t able to fully conceptualize the things I could&#8217;ve done with it. As with most of my attempts, I ended up over-engineering and implemented a lot of systems that I ended up not using all that much.<\/p>\n <p><strong>Things To Improve On<\/strong><br \/>\n 1. Make sure to have a good grasp already of not only the technology being used, but also on the nature of the game being developed<br \/>\n 2. Taking breaks is fun, but there&#8217;s always the risk of slacking off too much<br \/>\n 3. Be careful with the possibility of losing faith in the idea&#8211; a lot of factors (bugs, fatigue, disillusionment) can end up ruining hours of work.<\/p>\n <p>Even if I ended up tired and somewhat disappointed, I still ended up having lots of fun with making the game. I don&#8217;t usually expect to win anything when joining game jams, anyway. As I said, the Jam is not yet over, and I might even end up fixing the game at a later date.<\/p>\n <p>My submission can be found <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=26198\" target=\"_blank\">here<\/a><\/p>","time":"April 20th, 2015 1:59 am","title":"Baker\u2019s Dozen Post-Mortem"}