{"author_name":"Vallar","cat":"LD #30","comments":[],"epoch":1408915200,"likes":1,"metadata":{"p_key":"27031","p_author":"Vallar","p_authorkey":"41060","p_urlkey":"62469","p_title":"Alma\u2019s Post mortem; she was born dead","p_cat":"LD #30","p_event":"LD30","p_time":"1408915200","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"41060","us_name":"Vallar","us_username":"vallar","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>Usually I don&#8217;t write these; I don&#8217;t think people care about what I say much &#8212; it isn&#8217;t like I am going to win. But&#8230; here it is in case someone would like to know what a noob, first timer Ludum Dare participant thought and learned during this event.<\/p>\n <p>Just a small plug for the <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=41060\">game<\/a><\/p>\n <p>It was 4:00 AM my time when the theme was announced. I was pretty tired and I knew that this is the &#8220;real&#8221; Ludum Dare (not just another mini one) 6 hours prior to it. Seeing, that I didn&#8217;t know much about the competition I ran through the website checking the rules. I generally knew that I needed to make a game within 48 hours. What I didn&#8217;t know and surprised me (as well as aggravated me) was that I had to make my own arts and sounds &#8211; crap!<\/p>\n <p>Seeing that I have no art skills (aside from 6 years ago having a modeling hobby and it was strictly ArchViz related) it was near impossible I could get anything looking &#8220;good&#8221;. Not only that, but I am no musician either and have no tools to do that, I had to search for a random generator.<\/p>\n <p>Anyway, with 6 hours prior to the competition I did a few things that I think were leading to a good start in general:<\/p>\n <ol>\n <li>I started dumping ideas into a notepad file. While the theme wasn&#8217;t announced, I could generally come up with ideas that could pretty much fit all themes (adventure game with puzzles a la Memoria, double jumping mechanic platformer, etc&#8230;)<\/li>\n <li>I determined what engine I am going to use no matter what &#8212; I picked Construct 2 as I have been using it for quite sometime. While in general that was a good move in general, it turned it out to be a bad choice (more on that later).<\/li>\n <li>I started immediately searching for music generators and I found a really cool and easy tool <a href=\"http:\/\/www.earslap.com\/page\/otomata.html?q=10_0_160_673271363161062152\">here<\/a>.<\/li>\n <li>The decision was to enter the competition and not the jam. Though it didn&#8217;t come immediately.<\/li>\n <\/ol>\n <p>Let&#8217;s start with number 4. At first, I wanted to actually get into the Jam. After all my art was failing me; I was trying to draw some stuff on paper and it didn&#8217;t work out in the 6 hours prior to the announcement. I panicked and I started looking into \/r\/gamedevclassifieds and \/r\/INAT for any Ludum Dare posts. I even went to the Ludum Dare Reddit part. Not sure why but the posts there kind of gave me that vibe that I shouldn&#8217;t do the jam. So I decided to do the competition.<\/p>\n <p>I decided to stay up rather than go to sleep and wait for the theme. That was good since a lot of people in the IRC chat was saying that it looks like Connected Worlds would be the theme so I started\u00a0scribbling some notes about Alma; an adventure game that is controlled like The Walking Dead starred by a young (8-10) year old girl that uses her environment to create her own adventures through imagination.<\/p>\n <p>The time came and I found it was Connected Worlds indeed so I went with Alma&#8217;s idea \u00a0and I hit the bed.<\/p>\n <p>I woke up the next morning and started immediately on papers leaving the engine and all of that. I made the level progression (quire different from what you see in the game. It was supposed to have longer levels with much more content and conversation as well as 3 cut scenes) along with some of the conversations as notes. On top of that I made some squiggly looking graphics on paper.<\/p>\n <p>I started with the graphics since it is the worst thing and I thought if I finished early I could always &#8220;polish&#8221; it. What I didn&#8217;t notice, is that it was already 12 hours into the first day. So I started experimenting with Pexyl Editor and Photoshop. 2 hours later I had Alma and the guard. Once I noticed the time, I dumped everything down just throwing whatever I could think of as &#8220;art&#8221; done in either Photoshop (throwing shapes and gradients) or the editor in Construct 2.<\/p>\n <p>The thing I learned, art isn&#8217;t quite hard to make, it just needs patience, iteration and an eye to look for details (which are a lot of things I didn&#8217;t have the time for).<\/p>\n <p>It is when I started combining the art and forming the conversations that I saw the problem of Construct 2. That engine was amazing for arcade games, platformers, shoot em ups, etc&#8230; but to create conversations that are simple or 2-3 choices&#8230; it is a nightmare and a lot to account for. I ended up scrapping all the choices but one meaningless conversation choice and I don&#8217;t know why I add it and didn&#8217;t take it out.<\/p>\n <p>Not only that, but it isn&#8217;t quite fluid in\u00a0handling items being looked at and not in inventory or items in inventory and being looked at and not used. You have to set a lot of variables and deal with distance and things got entangled in a mess fast. I thought of changing and perhaps learning Visionaire Studio but decided against it. What I did was limit the interaction with items as much as possible to 3 states:<\/p>\n <ul>\n <li>Item isn&#8217;t in inventory and far and being looked at.<\/li>\n <li>Items isn&#8217;t in inventory and near and being looked at (picking the item up).<\/li>\n <li>Using the item to solve the puzzle (which means you just need the item in the inventory).<\/li>\n <\/ul>\n <p>From that point, I was 1 day into the competition and I had work the next day so I had to sleep. I went to sleep, woke up, did nothing and head to work. Fortunately, work ended early so I came back early but I was tired and didn&#8217;t have the capability to do anything so I was sleeping\/eating till the time I would have returned home had it gone the normal way.<\/p>\n <p>With that, I scrapped pretty much everything that wasn&#8217;t necessary and started to transform the game into what you saw now. Instead of cutscenes showing Alma&#8217;s imagination using the room items to change them into things that can be interacted with in her imaginary world, I just made transition between levels with really, really simple puzzles.<\/p>\n <p>Once I was done, I threw a background music in and through IRC I received feedback they\u00a0showed me a little edit that worked nicely. I edit theirs\u00a0even further (so as not to break the rules) and I used the concept they\u00a0showed me rather than the exact thing.<\/p>\n <p>I strapped everything together and uploaded while hoping for the best (not being murdered by people whose eyes are bleeding from the bad graphics).<\/p>\n <p>I have to say this was beyond any fun I had with playing games. I have already made little games before (nothing major) but none came close to this fun. I have met a lot of wonderful people and chatted with them (if even for small talk and not much). I have learned a lot of things and I am ready for the next Ludum Dare (at least I am more ready than before). Here are some of the lessons I learned:<\/p>\n <ul>\n <li>Sleep. If you don&#8217;t sleep, you aren&#8217;t concentrating and hence making more bugs that you&#8217;ll end have to fix.<\/li>\n <li>Theme or no theme, come up with a list of ideas (preferably 5+) that are generic in the most part and can be used in any theme then tailor it when the theme is announced.<\/li>\n <li>I should learn to do simple art. Yes, I am no artist and yes, I haven&#8217;t done art (3D) in years, but it would be great to get into that again. Not for the competition but if I can learn the minimal amount, I can have textureless models and someone can do that (instead of hunting down for an artist).<\/li>\n <li>While I don&#8217;t really like learning a lot of engines (which I ended up doing through the years, I can use Game Maker, Stencyl, Construct 2, a bit of Unity with Playmaker). I really need to start learning to program. I noticed a lot of people using Lua and it is close to C# (which I know its basics &#8212; damn trying to be a Jack of All Trades). That way you have a literally empty canvas to work with rather than limitations of an engine (either that or I need to learn Visionaire Studio too XD).<\/li>\n <li>Prepare ahead. Since I didn&#8217;t know about Ludum Dare until the last 6 hours, I wasn&#8217;t able to do much. But if I knew before that, I would have hunted down some tutorials, reference images, etc&#8230; following the &#8220;think of general ideas&#8221; kind of thing to match the ideas I thought of.<\/li>\n <li>Have fun. The essence of this competition is to have fun, so have fun. Even if I couldn&#8217;t submit something I&#8217;d be glad of my progress, an international event I participated in creating something and I did my best and learned a lot.<\/li>\n <\/ul>\n <p>At the end, I really hope you all had fun (or for those that didn&#8217;t join, that you&#8217;ll join) and hopefully I see you guys and more on Ludum Dare 31 with a NOT connected worlds theme \ud83d\ude1b<\/p>\n <p>&nbsp;<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/adventure-game\/\" rel=\"tag\">adventure-game<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld30\/\" rel=\"tag\">LD30<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a><\/p>","time":"August 24th, 2014 4:20 pm","title":"Alma\u2019s Post mortem; she was born dead"}