{"author_link":"\/users\/fahim-faysal","author_name":"Fahim Faysal","author_uid":"fahim-faysal","comments":[],"epoch":1697561782,"event":"LD54","format":"md","ldjam_node_id":382369,"likes":6,"metadata":{"p_key":"204009","p_author":"Fahim Faysal","p_authorkey":"1050872","p_urlkey":"438610","p_title":"Lessons learnt from somehow making Compress(space) in the final 48 hours.","p_cat":"LDJam ","p_event":"LD54","p_time":"1697561782","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1050872","us_name":"Fahim Faysal","us_username":"fahim-faysal","event_start":"1695945600","event_key":"117","event_name":"Ludum Dare 54"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD54","removed_author":false},"_superparent":371459,"_trust":1,"author":50872,"body":"For LD54, I solo developed Compress(space), a puzzle game where you literally compress space to cheat your way through puzzles. The gif below shows how it works.\n![5de37.gif](\/\/\/raw\/8b6\/c\/z\/6062a.gif)\n\n**Originally, I was making a different game**. But after ~~procrastinating~~ watching Jujutsu Kaisen, I had an epiphany about how the space compression mechanic could work in a game. I immediately threw away all of the first day's work and started working on compress(space). In the remaining 48 hours, I somehow managed to finish the game. \n\n**Here's what I learned**: \n\n## Acknowledge your limitations. Cut scope as needed:\nAt first I wanted to no limitation on the compression ability, allowing vertical as well as horizontal folding, multiple folds etc. But the reality was that I didn't have time to code all of it. If I only allowed folding in one direction, the calculations would be much simpler. So I cut all of that extra scope and made a simpler but much more achievable game where you can only fold space left.\n\n## Embrace your restrictions:\nRestrictions can also be a creative tool. The game doesn't allow you to fold space over a prop(say, laser turret). \n![ezgif-4-56f2e01f68.gif](\/\/\/raw\/8b6\/c\/z\/6062e.gif)\nIf I allowed it, then I'd have to write extra code to handle it. It's not complicated but would likely take some time to handle the edge cases it would cause. Instead, I simply prevented the player from folding over props and designed puzzles around that. This simplified coding and provided me with another avenue for puzzle design.\n\n## Plan out how much \"game\" you want to\/can actually make. Work based on that:\nAfter the basic compression mechanic was  implemented, I brainstormed various ways to utilize it.  I then chose the ones that I could finish implementing within time and designed 12 levels on paper. I decided that 8 levels would be enough for the jam while being. So I picked 8 levels from there and coded only what was needed for those levels. \n\n## Leave some time to implement\/adjust your initial plan: \nWhen I sat down to actually implement the levels I designed on paper, I had to change and adjust them a lot. In fact, I had to redesign the entire final level several times before I could get it to work. Your initial plan will never survive reality. So be flexible.\n\n## Save some time for polish: \nI had 12 hours left after I implemented the final level. After that, I didn't code any new mechanics. I just focused on polishing the game. I played around with post-processing settings, added particles etc. \n\n## Post-processing can elevate even shitty art: \nThe game has a really simple artstyle. It looks good only because of post-processing. The CRT effect, chromatic aberration, bloom etc. all of it was from Unity's built-in post-processing stuff. Even programmer art can be made good if you put in effort.\n\n## If your game is complicated, make proper tutorials in the game: \nThis is especially true for puzzle games. Very few players are going to read the huge paragraph in your description. From the very start, I had to think about how I would teach the mechanics. Even in the first 12 draft  levels, I included tutorial levels. I designed a lot of small levels to gradually teach the player the mechanics. I thought I did a good job. But even then, players had trouble learning the rules. It is never enough. But you still have to try.\n\nThat's all. I hope this was useful to you. **I plan on developing the game further. If you found this helpful, your feedback would help a lot.** \n\n[You can play Compress(space) here](https:\/\/ldjam.com\/events\/ludum-dare\/54\/compressspace)","comments":0,"created":"2023-10-17T16:26:44Z","files":[],"files-timestamp":0,"id":382369,"love":6,"love-timestamp":"2023-10-18T15:55:43Z","meta":[],"modified":"2023-10-18T15:55:43Z","name":"Lessons learnt from somehow making Compress(space) in the final 48 hours.","node-timestamp":"2023-10-17T17:09:51Z","parent":371499,"parents":[1,5,9,371459,371499],"path":"\/events\/ludum-dare\/54\/compressspace\/lessons-learnt-from-somehow-making-compressspace-in-the-final-48-hours","published":"2023-10-17T16:56:22Z","scope":"public","slug":"lessons-learnt-from-somehow-making-compressspace-in-the-final-48-hours","subsubtype":"","subtype":"","type":"post","version":1191239},"node_metadata":{"n_key":"382369","n_urlkey":"438610","n_parent":"371499","n_path":"\/events\/ludum-dare\/54\/compressspace\/lessons-learnt-from-somehow-making-compressspace-in-the-final-48-hours","n_slug":"lessons-learnt-from-somehow-maki","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"50872","n_created":"1697560004","n_modified":"1697644543","n_version":"1191239","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/54\/compressspace\/lessons-learnt-from-somehow-making-compressspace-in-the-final-48-hours","text":"For LD54, I solo developed Compress(space), a puzzle game where you literally compress space to cheat your way through puzzles. The gif below shows how it works.\n![5de37.gif](\/\/\/raw\/8b6\/c\/z\/6062a.gif)\n\n**Originally, I was making a different game**. But after ~~procrastinating~~ watching Jujutsu Kaisen, I had an epiphany about how the space compression mechanic could work in a game. I immediately threw away all of the first day's work and started working on compress(space). In the remaining 48 hours, I somehow managed to finish the game. \n\n**Here's what I learned**: \n\n## Acknowledge your limitations. Cut scope as needed:\nAt first I wanted to no limitation on the compression ability, allowing vertical as well as horizontal folding, multiple folds etc. But the reality was that I didn't have time to code all of it. If I only allowed folding in one direction, the calculations would be much simpler. So I cut all of that extra scope and made a simpler but much more achievable game where you can only fold space left.\n\n## Embrace your restrictions:\nRestrictions can also be a creative tool. The game doesn't allow you to fold space over a prop(say, laser turret). \n![ezgif-4-56f2e01f68.gif](\/\/\/raw\/8b6\/c\/z\/6062e.gif)\nIf I allowed it, then I'd have to write extra code to handle it. It's not complicated but would likely take some time to handle the edge cases it would cause. Instead, I simply prevented the player from folding over props and designed puzzles around that. This simplified coding and provided me with another avenue for puzzle design.\n\n## Plan out how much \"game\" you want to\/can actually make. Work based on that:\nAfter the basic compression mechanic was  implemented, I brainstormed various ways to utilize it.  I then chose the ones that I could finish implementing within time and designed 12 levels on paper. I decided that 8 levels would be enough for the jam while being. So I picked 8 levels from there and coded only what was needed for those levels. \n\n## Leave some time to implement\/adjust your initial plan: \nWhen I sat down to actually implement the levels I designed on paper, I had to change and adjust them a lot. In fact, I had to redesign the entire final level several times before I could get it to work. Your initial plan will never survive reality. So be flexible.\n\n## Save some time for polish: \nI had 12 hours left after I implemented the final level. After that, I didn't code any new mechanics. I just focused on polishing the game. I played around with post-processing settings, added particles etc. \n\n## Post-processing can elevate even shitty art: \nThe game has a really simple artstyle. It looks good only because of post-processing. The CRT effect, chromatic aberration, bloom etc. all of it was from Unity's built-in post-processing stuff. Even programmer art can be made good if you put in effort.\n\n## If your game is complicated, make proper tutorials in the game: \nThis is especially true for puzzle games. Very few players are going to read the huge paragraph in your description. From the very start, I had to think about how I would teach the mechanics. Even in the first 12 draft  levels, I included tutorial levels. I designed a lot of small levels to gradually teach the player the mechanics. I thought I did a good job. But even then, players had trouble learning the rules. It is never enough. But you still have to try.\n\nThat's all. I hope this was useful to you. **I plan on developing the game further. If you found this helpful, your feedback would help a lot.** \n\n[You can play Compress(space) here](https:\/\/ldjam.com\/events\/ludum-dare\/54\/compressspace)","title":"Lessons learnt from somehow making Compress(space) in the final 48 hours.","wayback_source":[]}