{"author_name":"hwinwuzhere","cat":"LD #30","comments":[{"author_name":"","time":"August 26, 2014 1:51 am","epoch":1409035860,"text":"So +1 on your conclusions, thought the same thing. I guess everyone has to experience it for himself at his or her first ld;)","spam":"N"},{"author_name":"LeftRight92","time":"August 26, 2014 4:46 am","epoch":1409046360,"text":"Some good conclusions, however I can&#8217;t help but ask maybe you tried to achieve to much in the allotted time? If you had simplified your game a bit would you have come up with a finished game?","spam":"N"}],"epoch":1409031480,"likes":2,"metadata":{"p_key":"26573","p_author":"hwinwuzhere","p_authorkey":"38371","p_urlkey":"62004","p_title":"Ludum Dare 30 Jam \u2013 Post Mortem","p_cat":"LD #30","p_event":"LD30","p_time":"1409031480","p_likes":"2","p_comments":"2","p_status":"UPD5","us_key":"38371","us_name":"hwinwuzhere","us_username":"hwinwuzhere","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>So&#8230; First LD for us and how we&#8217;ve learned:<\/p>\n <p>We had a team of two people, one mostly did coding and the other one all the art. We didn&#8217;t submit our game because we didn&#8217;t finish it in time. However we have learned quite a few valuable lessons in game dev and in participating LD, so here they are:<\/p>\n <p><strong>Framework and Library:\u00a0<\/strong>It has been said like a thousand times over and over: Make a framework with the core parts of your engine before you start LD. Really, I thought I would be able to actually pull it off without, and I&#8217;m quite a good programmer, but it took me more time than expected AND all the time I put in the framework was &#8211; now that I look back at it &#8211; actually needed for adding gameplay (top priority) and features (such as music and sounds). Also: if you&#8217;re going to use a library make sure you know how to use multiple features. For example: We used slick2d with java, because slick2d is based on opengl and it makes rendering a great deal easier. But slick2d has so many awesome features (like: particles, entities, animations etc.) that I didn&#8217;t use\u00a0<em>and programmed all by myself (which equals loss of time)\u00a0<\/em>that now, looking back at it, makes me feel stupid not using.<\/p>\n <p><strong>Graphics and Sound:\u00a0<\/strong>To be honest: we didn&#8217;t even start on music and sounds. We planned this for the final day, but because of certain reasons partially explained uptop we used the final day to add more levels and other gameplay mechanics. The graphics however were done nicely (in my opinion). However if we look at graphics other participants made, we do understand that our level of detail and skill isn&#8217;t as high, but that&#8217;s ok right? Everyone needs to learn, and that is what this was all about for us. But for the graphics I will say the same as for our library and framework: Practice it beforehand, make some standard assets or at least a scheme with colors and techniques or something that you can use to remind you how you should be making art in a way it fits you.<\/p>\n <p><strong>Working together:\u00a0<\/strong>Working together was really ok actually. My teammate and I we&#8217;re actually able to help each other (mostly) and because we split the work mostly into art and programming we weren&#8217;t interfering with each others work. One thing to keep in mind though: When one has been programming almost everything and the other one needs to program something, make sure you understand a certain train of thought in the projects code. We had a small problem where my teammate had to do almost extensive research (yeah I like to exeggerate a little :3) to find out how to render particles or a newly added entity. And really: it wasn&#8217;t really a big problem for me to explain it to him, but again: this is a way to lose valuable time.<\/p>\n <p><strong>Game and Gameplay:\u00a0<\/strong>Just a little bit more about the game itself. We had an idea right away to give the player a teleportation device of some sort in the first level. This device would grant the player acces to several layers of time of that level (environment). This way the player needs to solve puzzles and get to the portal at the end of the level. We eventually made three levels: The &#8216;now&#8217; layer, in which the player starts, the &#8216;medieval&#8217; layer and the &#8216;dinosaur&#8217; or prehistoric layer. Every layer had it&#8217;s own level design and has buttons and (movable) walls etc. which made it one big puzzle. There are enemies shooting at you, and you&#8217;re able to defend yourself etc.<\/p>\n <p>Eventually we finished two complete\u00a0levels\u00a0and one level was still in development at the end. Again, if we look back at the features we&#8217;ve added, I can say we we&#8217;re having the, how do you call it, feature disease? Anyway, again a valuable lesson for the next time: Focus on primary gameplay, not awesome little details that are less important. In our\u00a0case that is: First some playable levels, not nice little particles for everything that happens in the game.<\/p>\n <p>&nbsp;<\/p>\n <p>I hope our experience will help you guys as much as it helped us. I&#8217;m quite sure we&#8217;ve all been at this point, if not we will get to this point.<\/p>\n <p><span style=\"text-decoration: underline\"><strong>TLDR;<\/strong> <\/span><\/p>\n <p>+ Make sure you have a frame ready before you start LD;<\/p>\n <p>+ Make sure you understand the library you&#8217;re using;<\/p>\n <p>+ Practice the making of assets before you start LD and perhaps make scheme&#8217;s or dummies of some sort;<\/p>\n <p>+ Make sure you understand each others train oof thought (not only for the jammers, this is a good advice from a person learning software engineering)<\/p>\n <p>+ Focus on primary gameplay FIRST, nice little details can be done later when you have spare time.<\/p>","time":"August 26th, 2014 12:38 am","title":"Ludum Dare 30 Jam \u2013 Post Mortem"}