{"author_name":"arrogant.gamer","cat":"LD #29","comments":[{"author_name":"arrogant.gamer","time":"May 2, 2014 6:19 pm","epoch":1399072740,"text":"I&#8217;m so good at this game, though. Maybe next time I should try to make a game that only I can play. Hmm!","spam":"N"},{"author_name":"nomoon","time":"May 5, 2014 11:49 pm","epoch":1399351740,"text":"How did you get there without getting even a single flower?!","spam":"N"}],"epoch":1399072680,"likes":2,"metadata":{"p_key":"30022","p_author":"arrogant.gamer","p_authorkey":"22995","p_urlkey":"65489","p_title":"Super Plumber Bros. (post mortem)","p_cat":"LD #29","p_event":"LD29","p_time":"1399072680","p_likes":"2","p_comments":"2","p_status":"UPD5","us_key":"22995","us_name":"arrogant.gamer","us_username":"arrogant-gamer","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p><strong>What went wrong.<\/strong><\/p>\n <p>Well, for one, I can&#8217;t get that damn Mario theme out of my head! Too much Mario for one weekend.<\/p>\n <div id=\"attachment_359664\" style=\"width: 346px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-359664\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/05\/plumber-bros.png-300x297.png\" alt=\"What wouldn't you do, to save the kingdom you love?\" width=\"336\" height=\"297\" \/><p class=\"wp-caption-text\">What wouldn&#8217;t you do, to save the kingdom you love?<\/p><\/div>\n <p>&nbsp;<\/p>\n <p>Seriously though: physics, collision detection, and scope. I decided right from the start that this would be the jam where I implement physics and collision from scratch, and then regret it for weeks. And guess what happened?<\/p>\n <p>I don&#8217;t really understand why, but my physics, with all those vectors and gravity, just wouldn&#8217;t give me the &#8220;marioness&#8221; I sought for. Tinker and fiddle as I might with those forces&#8230; The jump arcs,\u00a0 acceleration, and movement speed just were not coming together. I felt like I was trying to plug holes on a sinking ship.<\/p>\n <p>In Super Plumber Brothers, Mario lands with a heavy thud, sticks to the sides of blocks, and sometimes is inexplicably sucked into the earth. These are the problems that crept out of my collision engine. I took the approach of using four or more &#8220;collision pixels&#8221; on the corners and sides of mario&#8217;s sprite, and then to push Mario away any time they became embedded in something. Every day of the Jam I had to spend at least 4 precious hours tweaking and pleading just to get through the day!<\/p>\n <div id=\"attachment_359667\" style=\"width: 293px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-359667 size-medium\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/05\/stuck_in_a_wall-283x300.png\" alt=\"Has this ever happened to you?\" width=\"283\" height=\"300\" \/><p class=\"wp-caption-text\">Has this ever happened to you?<\/p><\/div>\n <p>Scope! These last two problems lead to a third. On day one, in the first three hours, I insisted on controlling scope. Our original concept took place over nine levels, had many NPCs and cutscenes, and included more metroidvania style power ups. I lobbied for prioritization and reduced scope, and everyone agreed on a scaled down jam version. The problem? We stuck to that scaled down scope.<\/p>\n <p>At the end of the first day, we had a pretty unplayable platformer with a ton of content designed to play well with the features we had hoped for. No one really took the time to actually play the game at that point, and as a result we ended up sticking with our now o&#8217;er lofty goals. I fell that if we had taken the time to play the game for even just half-an-hour we would have realized that we needed to scale way down to finish with something nice. Maybe this is just behind-sight, though! Maybe @clangmuir would played it and said, &#8220;dude, this platforming is terrible!&#8221; and I would have promised the moon tomorrow and just kept pressing on. The past is the past, but the take-away is clear.<\/p>\n <p><strong>The lesson<\/strong><\/p>\n <p>There are some things I will do differently next time. The physics engine and collision detection is part of it, for sure: I&#8217;ve thought about whether I should try to program games a little more like I program web apps; that is, by importing a ton of libraries to do my bidding. On the other hand, exploring coding is valuable and certainly more true to the spirit of the dare. &#8220;Programmare aude&#8221;, I believe they say. So that&#8217;s not the lesson.<\/p>\n <p>No, the real lesson for me is that &#8220;limiting the scope&#8221; is not good enough. You need more fine grained control than any one &#8220;scope&#8221; can give you. You need the scope, for sure, and you need to limit it at the start of the project. You also need to make a game that is fun. Next time I&#8217;ll dream up a crazy game and then ask myself, &#8220;What am I making?&#8221; Is it a zelda-like? Then before I work on what makes my game special I need to at least have a playable zelda-like that is fun.<\/p>\n <p>If at the end of day one, you sit down and play your fledgling platformer, and you realize that the physics isn&#8217;t fun and you keep getting sucked into the floor&#8230; Then you need to spend day two making it fun! To just soldier on thinking the bells and whistles will shine brightly enough to blind a gamer is madness! Don&#8217;t make a plan and stick to it. A road map will only get you so far in inclement weather. Instead, dream a lovely dream and then set the most fundamental goal. Don&#8217;t set the next goal until everyone agrees you reached the first one. If you run out of time, you will still release a fun, well designed game. This way you will find tao.<\/p>\n <div id=\"attachment_359671\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><img class=\"wp-image-359671 size-medium\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/05\/mario_in_clouds-300x297.png\" alt=\"This way you may find tao.\" width=\"300\" height=\"297\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/05\/mario_in_clouds-300x297.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/05\/mario_in_clouds.png 514w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><p class=\"wp-caption-text\">This way you may find tao.<\/p><\/div>","time":"May 2nd, 2014 6:18 pm","title":"Super Plumber Bros. (post mortem)"}