{"author_name":"Waterman7","cat":"LD #30","comments":[],"epoch":1409056860,"likes":3,"metadata":{"p_key":"26543","p_author":"Waterman7","p_authorkey":"31692","p_urlkey":"61973","p_title":"Postmortem: Zeit","p_cat":"LD #30","p_event":"LD30","p_time":"1409056860","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"31692","us_name":"Waterman7","us_username":"_waterman7_","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>[Originally posted on <a title=\"Replay Value\" href=\"http:\/\/w7gamedesign.blogspot.de\/\" target=\"_blank\">my blog<\/a>]<\/p>\n <p>I participated in the 48h game jam <a href=\"http:\/\/www.ludumdare.com\/compo\/\">Ludum Dare<\/a> again last weekend. The theme was &#8220;Connected Worlds&#8221; and I started making a game called <i>Zeit<\/i> based on the multiple worlds interpretation, in which you are stuck in an endless time loop and have to fight off enemies and avoid a growing army of alternate versions of yourself. Sounds fun? Meh. I didn&#8217;t really like it, so I stopped working on it after 14 hours and left it half-finished. You can still <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=31692\">check it out<\/a> if you&#8217;re interested.<\/p>\n <table class=\"tr-caption-container\" style=\"margin-left: auto;margin-right: auto;text-align: center\" cellspacing=\"0\" cellpadding=\"0\" align=\"center\">\n <tbody>\n <tr>\n <td style=\"text-align: center\"><a style=\"margin-left: auto;margin-right: auto\" href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/375043\/31692-shot0.png\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/375043\/31692-shot0.png\" alt=\"\" width=\"400\" height=\"298\" border=\"0\" \/><\/a><\/td>\n <\/tr>\n <tr>\n <td class=\"tr-caption\" style=\"text-align: center\">Zeit<\/td>\n <\/tr>\n <\/tbody>\n <\/table>\n <p><b><span style=\"text-decoration: underline\">The Good<\/span><\/b><\/p>\n <p>So here&#8217;s some of what went well this time.<\/p>\n <p><b>&#8211; Livestreaming.<\/b> I did that, and a couple of people actually watched it. It&#8217;s great for two reasons:<\/p>\n <p>Firstly, I was way more focused on the task and way faster than I would have been otherwise. You don&#8217;t procrastinate when you know you&#8217;re being watched. Secondly, I now have all of my 14 hours of work on tape and can revise my workflow and do cool things like this <a href=\"http:\/\/www.youtube.com\/watch?v=qr1y62Qk3V0\" target=\"_blank\">time-lapse<\/a>. I&#8217;ll probably keep doing that in the future, and I can only recommend it to anyone who does anything remotely interesting.<\/p>\n <p><b>&#8211; Researching.<\/b> I did that for the first time. I didn&#8217;t have any idea what to make of the theme &#8220;Connected worlds&#8221; (at least none that would have been realistic given the time frame and my limited programming skills), so I googled anything related to &#8220;connected worlds&#8221;, &#8220;multiple worlds&#8221;, &#8220;other worlds&#8221;, etc. Eventually I got stuck on the <a href=\"http:\/\/en.wikipedia.org\/wiki\/Many-worlds_interpretation\">many worlds interpretation<\/a>, which gave me some crazy gameplay ideas about alternate universes and time-loops. The stuff is actually really interesting, and you should totally do some research on it if you&#8217;re looking for <a href=\"http:\/\/listverse.com\/2013\/02\/22\/10-mind-bending-implications-of-the-many-worlds-theory\/\">gameplay inspiration<\/a>.<\/p>\n <p>&nbsp;<br \/>\n <b><span style=\"text-decoration: underline\">The Bad<\/span><\/b><\/p>\n <p>Here&#8217;s what didn&#8217;t work out so well.<\/p>\n <p><b>&#8211; Giving up.<\/b> I did that way too early. In retrospect, I really regret not finishing the project. Even if in my eyes it wouldn&#8217;t have been a good game in the end, someone else might have liked it. (And some people already do.) Game jams are not about making a great game, but about making a game. And the experience of that might be worth just as much. I guess I&#8217;ll still have to learn to from time to time finish a game just for the sake of it.<\/p>\n <p>&#8211;\u00a0<b>Not making sounds. Again.<\/b>\u00a0I remember last Ludum Dare I wrote something along the lines of <i><span id=\"goog_1486766732\"><\/span>&#8220;If everything works as planned, my next\u00a0LD entry will have at least some sort of noise in it. <a href=\"http:\/\/w7gamedesign.blogspot.de\/2014\/05\/dissecting-baum.html\">Promise!<\/a>&#8220;<\/i><span id=\"goog_1486766733\"><\/span> Well. It doesn&#8217;t. It would have been a good exercise to implement audio into the game, too, but I didn&#8217;t even get to that stage. I&#8217;ll really try harder next time. Promise. For real now!<\/p>\n <p>&nbsp;<br \/>\n <span style=\"text-decoration: underline\"><b>The Takeaway<\/b><\/span><\/p>\n <p><span style=\"font-family: inherit\"><b>&#8211; Don&#8217;t give up next time. <\/b><span style=\"background-color: white;text-align: justify\">As one commenter accurately pointed out in response to my game: <i>&#8220;Some ideas are just worth exploring, even if there is no fun at the end.&#8221;<\/i> Maybe next time explore it some more before abandoning it.<\/span><\/span><\/p>","time":"August 26th, 2014 7:41 am","title":"Postmortem: Zeit"}