{"author_link":"\/users\/flinge","author_name":"Flinge","author_uid":"flinge","comments":[],"epoch":1759872787,"event":"LD58","format":"md","ldjam_node_id":422275,"likes":6,"metadata":{"p_key":"197209","p_author":"Flinge","p_authorkey":"1407260","p_urlkey":"429132","p_title":"A bit of storytelling about the development of our game","p_cat":"LDJam ","p_event":"LD58","p_time":"1759872787","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1407260","us_name":"Flinge","us_username":"flinge","event_start":"1759449600","event_key":"112","event_name":"Ludum Dare 58"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD58","removed_author":false},"_superparent":415614,"_trust":1,"author":407260,"body":"Let\u2019s talk a bit about the development process behind our game Collect or DIcE\n___\n### One of the first versions\n\nLet's start from one of the first verision. This is how the game looked in the first hours:\n\n![gif-ezgif.com-resize.gif](\/\/\/raw\/cd6\/36\/z\/6ec0e.gif)\n\n\nAt the beginning, we took inspiration from popular dice and cards deck building games. The concept started with a classic side-view battle layout \u2014 simple, functional, familiar.\n\nBut at some point, we realized we wanted to stand out. That\u2019s when we made the big decision \u2014 to completely change the camera view.\n___\n\n### The new perspective\n\nHere\u2019s how the game looked right after that change:\n\n![NVIDIA_Overlay_W8FOMQWfZy.png](\/\/\/raw\/cd6\/36\/z\/6ec11.png)\n\nInstead of a flat side view, we switched to a behind-the-shoulder camera, where the player\u2019s character appears smaller and positioned lower in the frame, facing off against larger enemies. This change added a sense of scale and danger \u2014 almost like in Dark Souls, where the player faces towering foes from a grounded point of view. From the first glance, it already felt more dynamic and eye-catching.\n\nHowever, this new view came with a set of new problems \u2014 mainly UI design. With this angle it became tricky to place icons and interface elements without covering important parts of the battlefield or breaking the visual balance.\n___\n\n### First HUD attempt\n\n![photo_2025-10-05_14-40-52.jpg](\/\/\/raw\/cd6\/36\/z\/6ec13.jpg)\n\nOur first HUD mockup looked like this. And, well\u2026 it didn\u2019t quite work.\nThe icons were confusing \u2014 for example, the shield icon looked like mana, and damage icons were easily mistaken for health.\n___\n\n### Where we are now\n\n![NVIDIA_Overlay_gpUDUsg060.png](\/\/\/raw\/cd6\/36\/z\/6ec16.png)\n\nEven in the final game, the UI isn\u2019t perfect \u2014 we\u2019ll be honest about that. There\u2019s still room for improvement.\nBut overall, it does its job and complements the rest of the game\u2019s visual design nicely.\nAnd most importantly \u2014 we\u2019re proud of what we\u2019ve achieved.The new perspective, atmosphere, and overall look finally feel like our vision \u2014 something unique.\n___\n\n### Thanks for reading!\n\nWe\u2019d love to hear what you think about our project.\n\nYou can check out and rate our game here \ud83d\udc49\ud83c\udffb [Collect or DIcE](https:\/\/ldjam.com\/events\/ludum-dare\/58\/collect-or-dice)\n\n![OBLOGA little.png](\/\/\/raw\/cd6\/36\/z\/6ec38.png)","comments":0,"created":"2025-10-07T20:52:43Z","files":[],"files-timestamp":0,"id":422275,"love":6,"love-timestamp":"2025-10-08T14:11:45Z","meta":[],"modified":"2025-10-08T14:11:45Z","name":"A bit of storytelling about the development of our game","node-timestamp":"2025-10-07T21:34:02Z","parent":415743,"parents":[1,5,9,415614,415743],"path":"\/events\/ludum-dare\/58\/collect-or-dice\/a-bit-of-storytelling-about-the-development-of-our-game","published":"2025-10-07T21:33:07Z","scope":"public","slug":"a-bit-of-storytelling-about-the-development-of-our-game","subsubtype":"","subtype":"","type":"post","version":1336362},"node_metadata":{"n_key":"422275","n_urlkey":"429132","n_parent":"415743","n_path":"\/events\/ludum-dare\/58\/collect-or-dice\/a-bit-of-storytelling-about-the-development-of-our-game","n_slug":"a-bit-of-storytelling-about-the-","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"407260","n_created":"1759870363","n_modified":"1759932705","n_version":"1336362","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/58\/collect-or-dice\/a-bit-of-storytelling-about-the-development-of-our-game","text":"Let\u2019s talk a bit about the development process behind our game Collect or DIcE\n___\n### One of the first versions\n\nLet's start from one of the first verision. This is how the game looked in the first hours:\n\n![gif-ezgif.com-resize.gif](\/\/\/raw\/cd6\/36\/z\/6ec0e.gif)\n\n\nAt the beginning, we took inspiration from popular dice and cards deck building games. The concept started with a classic side-view battle layout \u2014 simple, functional, familiar.\n\nBut at some point, we realized we wanted to stand out. That\u2019s when we made the big decision \u2014 to completely change the camera view.\n___\n\n### The new perspective\n\nHere\u2019s how the game looked right after that change:\n\n![NVIDIA_Overlay_W8FOMQWfZy.png](\/\/\/raw\/cd6\/36\/z\/6ec11.png)\n\nInstead of a flat side view, we switched to a behind-the-shoulder camera, where the player\u2019s character appears smaller and positioned lower in the frame, facing off against larger enemies. This change added a sense of scale and danger \u2014 almost like in Dark Souls, where the player faces towering foes from a grounded point of view. From the first glance, it already felt more dynamic and eye-catching.\n\nHowever, this new view came with a set of new problems \u2014 mainly UI design. With this angle it became tricky to place icons and interface elements without covering important parts of the battlefield or breaking the visual balance.\n___\n\n### First HUD attempt\n\n![photo_2025-10-05_14-40-52.jpg](\/\/\/raw\/cd6\/36\/z\/6ec13.jpg)\n\nOur first HUD mockup looked like this. And, well\u2026 it didn\u2019t quite work.\nThe icons were confusing \u2014 for example, the shield icon looked like mana, and damage icons were easily mistaken for health.\n___\n\n### Where we are now\n\n![NVIDIA_Overlay_gpUDUsg060.png](\/\/\/raw\/cd6\/36\/z\/6ec16.png)\n\nEven in the final game, the UI isn\u2019t perfect \u2014 we\u2019ll be honest about that. There\u2019s still room for improvement.\nBut overall, it does its job and complements the rest of the game\u2019s visual design nicely.\nAnd most importantly \u2014 we\u2019re proud of what we\u2019ve achieved.The new perspective, atmosphere, and overall look finally feel like our vision \u2014 something unique.\n___\n\n### Thanks for reading!\n\nWe\u2019d love to hear what you think about our project.\n\nYou can check out and rate our game here \ud83d\udc49\ud83c\udffb [Collect or DIcE](https:\/\/ldjam.com\/events\/ludum-dare\/58\/collect-or-dice)\n\n![OBLOGA little.png](\/\/\/raw\/cd6\/36\/z\/6ec38.png)","title":"A bit of storytelling about the development of our game","wayback_source":[]}