{"author_name":"prophile","cat":"LD #30","comments":[],"epoch":1409226180,"likes":0,"metadata":{"p_key":"26414","p_author":"prophile","p_authorkey":"7892","p_urlkey":"61844","p_title":"Intergalactopol retrospective","p_cat":"LD #30","p_event":"LD30","p_time":"1409226180","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"7892","us_name":"prophile","us_username":"prophile","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<h1 id=\"intergalactopol-retrospective\">Intergalactopol retrospective<\/h1>\n <p>Well, my team and I shipped a game that I was pretty pleased with this Ludum Dare. <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=7892\">Check it out!<\/a><\/p>\n <div class=\"figure\">\n <p><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/375043\/7892-shot0.png\" alt=\"Intergalactopol: now in screenshot form\" width=\"608\" height=\"380\" \/><\/p>\n <\/div>\n <p>The time has come to dissect the game (and the process) and look at how it worked\u2014I hope you find this interesting.<\/p>\n <h2 id=\"the-good\">The Good<\/h2>\n <p>I was very pleased with how the sound turned out in Intergalactopol. Having got tired of the identical-sounding sfxr noises, I did the sound effects in Logic Pro, and made sure to keep all the sound effects centred around the key of E, so that they would fit with Mr. <a href=\"http:\/\/simonporter.com\/\">Simon Porter<\/a>&#8216;s music.<\/p>\n <p>The sound of the tractor beam is actually a choir sound taken very low, and most of the &#8220;hits&#8221; are drumkit or drum machine noises. The music brought it all together.<\/p>\n <p>This time we were working as a much smaller team. Usually we have a team of at least four; it was just Olly and me for this Ludum Dare(plus Simon for the music on the last day). It&#8217;s a quite different experience. Much quieter, certainly, though much more immediate. The absence of our game designer and overlord <a href=\"http:\/\/aaronjgordon.com\/\">Aaron<\/a> was felt quite strongly\u2014more on that anon.<\/p>\n <p>Once again we turned to the superb <a href=\"http:\/\/libgdx.badlogicgames.com\/\">libGDX<\/a> to power the whole thing. libGDX has recently switched to using Gradle for builds, which means (among other things) builds are much easier to automate. This time around I had Travis CI set up to automatically push builds to my server, which saved a lot of time\u2014in our previous efforts it&#8217;s always been a pain having to take a moment out when the non-programmers on the team need a build.<\/p>\n <p>We kept the scope very focused this time around and as a result were effectively finished on Monday morning. We&#8217;ve never had this much polish time before, and I think the game feels pretty good as a result of the extra time we were able to spend on the little things.<\/p>\n <h2 id=\"the-bad\">The Bad<\/h2>\n <p>There is a classic problem in game development\u2014as a developer, you know your game too well. If you have the difficulty about right for you, it is <em>way<\/em> too hard for anybody else. Since my hubris knows no bounds, I thought that even despite that golden rule the game was about right. I was wrong.<\/p>\n <p>The control scheme of the game involves just the mouse: you right-click and hold to grab a planet, and left-click to shoot at a target. This sucks. In fact one bit of feedback that I got was from someone who found the easiest way was to not swing around the planets at all: just to shoot and pray they didn&#8217;t crash into anything.<\/p>\n <p>Quite a few people suggested a forward cannon rather than mouse-aiming, but this doesn&#8217;t play well. If we&#8217;d had more time and more testing (and, let&#8217;s be honest, more Aaron), we&#8217;d have figured out a control scheme that doesn&#8217;t drive you insane\u2014maybe spacebar to latch to the nearest planet and the mouse just for aiming and shooting?<\/p>\n <p>The other problem which I didn&#8217;t get time to solve was size. The jar is ~24MB, which is ridiculous given the size of the assets inside. It includes a lot of superfluous libGDX code which I didn&#8217;t find a simple way of removing. ProGuard seems to be the standard jar optimising solution, but I couldn&#8217;t get it working at all.<\/p>\n <h2 id=\"in-conclusion\">In Conclusion<\/h2>\n <p>Difficulty with controls aside, I think Olly and I managed to ship a pretty neat game for this Ludum Dare. Let me know what you think about the game and what you think we should have done differently\u2014and I hope this has been an interesting read!<\/p>","time":"August 28th, 2014 6:43 am","title":"Intergalactopol retrospective"}