Scofield Mine — Postmortem
Hi there,
We (@Laguna_999 and @Thunraz) took part in the LD29 and managed to finish Escaping Scofield Mine.
Now it is time for a postmortem.
What went bad:
- Pathfinding: We started working on Saturday morning and completed the first stages of core gameplay mechanics. I used a C# Pathfinding library which worked fine in my testruns, but always broke in the second level for unknown reasons at random situations. I spent 3 hours debugging but couldn’t fix it. So we kind of patched that bug by only using one level (but only after having implemented portals between levels

- We started out with a very simple tileset but decided to create some edge tiles via AutoTileGen Pro (which is a great tool and we are really happy we could get it in the Ludum Deals). Which kind of was a nice idea because it helped the look of the game, but was a real mess implementing it because we had to change a lot of lines of code and manually replacing all the tiles.
- As we did a kind of adventure game i must say i am quite discontented with the puzzles i put in there. It is just simple “go there and there” and nothing sophisticated. But there was no time for some really cool logic puzzles. Probably next time

- I could imagine, that some more world-player interactions could have helped the game a lot. In the game you meet some miners and it would have been nice to seethem follow you out of the mine. We kind of started this with putting lights on after repairing the generator but did not continue it to the end.
- Some of the Sound Effects are quite crappy and would need to be fixed.
What went right
- We had a well established codebase and i am quite familiar with my helper classes since i use them regularly for my onegameamonth projects.
- We had some clear labor division and everyone knew at any time what he should be doing. So this is great and i hope to continue this on further projects.
- I am presonally really pleased with all the small details (flickering lights, smoke out of a chimney, to sum it up: the juice) in the game. I dont know if anybody noticed, but the player sprite changes when you pick up your helm and go down in the mine (he then gets a helm *so proud*). These are the kind of details i really like on other games and i think we did a great job.
So “thank you” Ludum Dare for this great weekend!