Colosse Duty PostMortem
After 72h of hard work here comes the post-mortem of Colosse Duty, well at least mine. My teammates probably feel the same but this is from my point of view.
First Day:
The beginning of the first day was harsh. Trouble setting up our graphist computer and other stuff made us lose more than 2 hours. We performed a little brainstorm an decided to go for an action platformer where the character can switch size depending of his hp. The game would take place in a antique tower in the desert. While my friends worked on the graphics and music I struggled to implement the basics of the hero moves and attacks. I had not used Unity in more than 3 month and my code was messy. So when Stardust joined me on the programming I decided to refactor everything. This helped solve the bugs we had. Meanwhile the monster were being implemented. At the end of this day we had a few nice graphics, a cool music and the beginning of the game engine.
Second Day :
After quite a short night, the second day began. Tyrannas was working on the design of the monsters and on their animation. Stardust focused on finishing the scripts for the monsters and creating an AI for them. For my part I implemented a lot of things : lighting, particles, health-bar for the hero, implementing the sounds… At this point the graphics and the music were awesome, the game engine was almost done but the gameplay lacked something. As the game design is the only artistic contribution I can make, I was quite disappointed to have such an average gameplay. And then, as the clock rang midnight, oh my god ! I had the insight I was waiting for since the beginning of the ludum. I would sleep later. I had to implement that last minute mechanics. Stones that would control the camera.
Third Day :
The third day was a tricky one since we had a few classes at the university but still needed to work on the game. Hopefully we managed to do both successfully. Tyrannas and Stardust were working on animating the monsters and the character. For my part I was finishing to code the new mechanic and started to work on a bit of polishing. The mistake was to leave the level design for the end. But a few last minutes bugs kept us working on until the last hour.
Conclusion :
As always when it’s Ludum Dare, this three days were awesome. Doing it with two friends was thrice the awesomeness. I’m quite happy about the game but I still regret not having spent more time on the level design and not pushing the last day mechanic further. But what can I say, if I had had the idea on the first day, things would have been quite different.
Anyway if you want to play our super moody game, with a gampelay not as good as it could be, go ahead and don’t hesitate to leave a comment, every criticism is welcome :
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30088
Thank you everybody for making this Ludum Dare so awesome !



