{"author_name":"Interface","cat":"LD #31","comments":[],"epoch":1418483820,"likes":1,"metadata":{"p_key":"22008","p_author":"Interface","p_authorkey":"42145","p_urlkey":"57372","p_title":"LD31: Slope Challenge\u00b3 Post Mortem","p_cat":"LD #31","p_event":"LD31","p_time":"1418483820","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"42145","us_name":"Interface","us_username":"interface","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>To set the stage, check out my LD31 entry &#8220;Slope Challenge\u00b3&#8221; here: <a title=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=42145\" href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=42145\">http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=42145<\/a><\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen_Challenge_completed.png\"><img class=\"size-medium wp-image-419213 aligncenter\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen_Challenge_completed-300x187.png\" alt=\"Screen_Challenge_completed\" width=\"300\" height=\"187\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen_Challenge_completed-300x187.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen_Challenge_completed-550x343.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen_Challenge_completed.png 958w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>I&#8217;ve done game development for a long time, as a hobby, although not much in the last 5 years or so. I usually just worked on engines and graphics and that&#8217;s what I loved. I think the only ever polished, finished game I made was\u00a0a PacMan clone way back in high school. It had modding tools and texture editors and all that stuff (DOS-based but in graphics mode, using Turbo Pascal).<\/p>\n <p>So, game design is definitely new to me. And I&#8217;m still getting used to Unity and some other tools. I knew going into the dare that I was going to have to take the experts&#8217; advice here: keep it small and manageable, work within your limitations. When I watched other jams play out, I always wondered what people were thinking working with levels and having to generate that much content. Of course, that&#8217;s exactly what I ended up doing here.<\/p>\n <p><strong>So what went well?<\/strong><\/p>\n <p>Mostly everything, given the time constraints and this being my first time entry. I stayed away from generating much art (well, besides designing buttons I didn&#8217;t create any), and the music is very minimal &#8211; just a quick loop. I think for this\u00a0type of\u00a0game both are acceptable anyway.\u00a0But, I did go to sleep around midnight both nights, and started again around 7\/7.30 am. So not bad.<br \/>\n And, I did end up using Blender for the coins, for whatever reason Unity kept screwing up the cylinder rotations and after spending too much time trying to figure it out, I just made a model in Blender for the coin. Yay, I used Blender (minor personal victory dance).<br \/>\n Kudos to myself for creating the whole structure in such a way that adding an extra level was really no effort at all (prefabs for the win!).<br \/>\n The fact that I had never done audio in Unity before scared me a bit, so I kept putting it off. It ended up being easier than I thought. I had also never created sound effects etc, but a hollow wood coffee table worked wonders: rolled a can of beans for the game ball&#8217;s sound, tapped some tools on it for the collision sound effect. Used keys in my hand for the coin collection sound.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>What lessons to learn?<\/strong><\/p>\n <p>Work on my art tool skills. If I can work blender properly and texture, I could do more interesting things. Or, I could go for 2D of course. Also, I&#8217;m still of the opinion that working with levels is not such a great idea, because you have to create them all. I think I did ok creating an easy and a difficult level, to show the potential of the game.<br \/>\n Had some computer\u00a0trouble with music. I wanted to use my new PC for music, but I just didn&#8217;t get to learn Ableton Live Lite at all prior to the compo. So I switched to GarageBand on the Mac &#8211; which then had issues with the keyboard. I could have done more with the music, I had time left, but I was scared of putting it in the game. I hadn&#8217;t done any audio in Unity ever, and I had to put in a mute button for the music (especially since it&#8217;s short loop).<\/p>\n <p>&nbsp;<\/p>\n <p><strong>Conclusion<\/strong><\/p>\n <p>It was really fun and I did a whole lot better than I had imagined. I didn&#8217;t think I was going to be able to do this (or at the very least switch to the jam to get more time and use pre-existing assets), but I did and got into each category (except humor)\u00a0&#8211; although art leaves something to be desired but it&#8217;s not very relevant to this game anyway. And of course, learned a whole lot. Proud of my first ever compo entry, it&#8217;s a decent game. And definitely proud I actually pulled off something pretty ok in the time allotted.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>Slope Challenge<\/strong><\/p>\n <p>I think it&#8217;s worth exploring the game further. Some good comments and watching some people play has resulted in some good ideas to work on. Shortcuts to switch blocks and visually seeing a &#8220;ghost&#8221; block while you&#8217;re trying to place it are the number two things that need to be done. If I create more challenges there will be more opportunity for other types of obstacles and blocks.<\/p>","time":"December 13th, 2014 10:17 am","title":"LD31: Slope Challenge\u00b3 Post Mortem"}