{"author_name":"fleegle2000","cat":"LD #30","comments":[],"epoch":1409049840,"likes":1,"metadata":{"p_key":"26552","p_author":"fleegle2000","p_authorkey":"5313","p_urlkey":"61983","p_title":"WORLDS 2D Post-mortem","p_cat":"LD #30","p_event":"LD30","p_time":"1409049840","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"5313","us_name":"fleegle2000","us_username":"fleegle2000","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>So now that I&#8217;ve had some time to digest my experience with Ludum Dare, I thought I&#8217;d do a brief post-mortem.<\/p>\n <p>Check out <a title=\"WORLDS 2D\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=5313\">WORLDS 2D<\/a>\u00a0if you haven&#8217;t already.<\/p>\n <p>This was my first Ludum Dare, and overall I&#8217;m pleased with what I was able to accomplish. Obviously there were a few things that I didn&#8217;t get to finish before the deadline, and there are a few things I would do differently next time.<\/p>\n <p>&nbsp;<\/p>\n <p>What I was able to finish:<\/p>\n <p>Core mechanic<\/p>\n <p>Graphics, including an animated character, transparency effects on worlds, fuel gauge, &#8220;return to menu&#8221; icon, and end screen animations<\/p>\n <p>Sound effects and music<\/p>\n <p>Collision detection at world edges<\/p>\n <p>Title and ending screens<\/p>\n <p>Tutorial levels<\/p>\n <p>&nbsp;<\/p>\n <p>What I wanted to do but didn&#8217;t have time:<\/p>\n <p>More levels (I was just getting started)<\/p>\n <p>Glyphs at the end of each level instead of the &#8220;goal reached&#8221; message.<\/p>\n <p>Level selection on the main menu<\/p>\n <p>Option to switch to fullscreen<\/p>\n <p>Make the music quieter<\/p>\n <p>Indicator for when a world is within range<\/p>\n <p>Title music<\/p>\n <p>Endgame music<\/p>\n <p>Vanishing worlds (like ghost worlds except they fade out completely, killing the player. They do fade in again)<\/p>\n <p>Unstable worlds (worlds that shake more and more furiously as they dissolve, have to get out before they dissolve completely, but are only triggered when the player enters them)<\/p>\n <p>Non-numeric timer for unstable worlds<\/p>\n <p>&nbsp;<\/p>\n <p>What I did right:<\/p>\n <p>Finished key features and debugged them before moving on to the next item.<\/p>\n <p>Spent some time at the beginning planning and making a list of tasks to complete.<\/p>\n <p>Kept my normal sleeping schedule &#8211; I am far more productive when I&#8217;m not sleep-deprived.<\/p>\n <p>Divided tasks up appropriately &#8211; focussed on core mechanics and getting the basics down on Day 1, then spent Day 2 adding sounds, music, levels and polish.<\/p>\n <p>Spent the last couple hours making sure the repository was working right, that I understood the submission procedure and that there would be no complications at submission time.<\/p>\n <p>&nbsp;<\/p>\n <p>Things I would have done differently:<\/p>\n <p>I spent far too long trying to add obstacles within the worlds. I got bogged down trying to get the collision detection working for them. Thankfully I did eventually abandon in-world obstacles to focus on more important things, but I should have given up on it sooner or just put it on the list as an &#8220;if there&#8217;s time&#8221; feature.<\/p>\n <p>I spent a bit more time than I should have polishing the end-game screen, but I wanted to give the player some reward beyond just a &#8220;you won&#8221; message.<\/p>\n <p>I should have spent a bit more time designing and adding levels.<\/p>","time":"August 26th, 2014 5:44 am","title":"WORLDS 2D Post-mortem"}