{"author_name":"Katamori","cat":"LD #29","comments":[{"author_name":"","time":"April 29, 2014 11:00 am","epoch":1398787200,"text":"Energy Drink! My best friend!!! &lt;3","spam":"N"}],"epoch":1398785640,"likes":3,"metadata":{"p_key":"30209","p_author":"Katamori","p_authorkey":"25228","p_urlkey":"65680","p_title":"\u201cThe Last Beacon\u201d \u2013 Postmortem, a.k.a the success of planning","p_cat":"LD #29","p_event":"LD29","p_time":"1398785640","p_likes":"3","p_comments":"1","p_status":"UPD5","us_key":"25228","us_name":"Katamori","us_username":"katamori","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>I&#8217;ve never written any proper postmortem posts during my LD carreer, but my LD#29 game, The Last Beacon was so successfull in my aspect that I have to do that now.<\/p>\n <p>To understand, why I think so, I should start explaining, how the event have happened for me.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/TITLEPIC1.png\"><img class=\"alignnone size-medium wp-image-353515\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/TITLEPIC1-300x90.png\" alt=\"TITLEPIC\" width=\"300\" height=\"90\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/TITLEPIC1-300x90.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/TITLEPIC1.png 480w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p><em>The titlepic, which is currently my best artwork ever. I suck at drawing, &#8216;uknow.<\/em><\/p>\n <p><strong>BEFORE<\/strong><\/p>\n <p>You must know that the days preceding LD#29 were completely empty for me. I just sat at home, played games, and sometimes visited social media, but that&#8217;s all &#8211; and I did it literally all day! If you wouldn&#8217;t know, this way of life drains creativity. Okay, of course I went to shop to buy food and fuel for <em>the great event<\/em>, but pretty much that&#8217;s all.<\/p>\n <p>The fuel for my creativity was the fact that I decided sleeping some hours in the afternoon before the theme announcement. I woke up at 10 P.M. (CEST), did some Redditing, then I went back relaxing for an another, so I was kind of relaxed when I was waiting for the theme.<\/p>\n <p><strong>DURING<\/strong><\/p>\n <p>So, theme is &#8220;Beneath the Surface&#8221;. I didn&#8217;t know what to expect so my first (kind of reflex-like) reaction was a fist into the air with an <strong>&#8220;OH YES!!&#8221;<\/strong> shoutout. Then I started thinking of ideas, &#8220;just for some time before I go to sleep&#8221;. heh, well, I didn&#8217;t go sleep&#8230;<\/p>\n <p>My first thought was &#8220;beneath the surface of an alien planet&#8221;, and I started thinking on that way. Only about half an hour was necessary to find out every features, excluding a proper title, a story and a protagonist. All of these were decided was later.<\/p>\n <p>And the key to my success just have come&#8230;<\/p>\n <p><em><strong>THE STRUCTURE PLAN!!<\/strong><\/em><\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/Alpha-Shot-21.png\"><img class=\"alignnone size-medium wp-image-348365\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/Alpha-Shot-21-300x232.png\" alt=\"Alpha Shot 2\" width=\"300\" height=\"232\" \/><\/a><\/p>\n <p><em>This is it: the annoyingly precise draft of ALL tasks to do!<\/em><\/p>\n <p>Around 4:00 A.M., I had an idea to build up a literally FULL to-do list to surely cover every aspects, and avoiding mistakes I did last time, when I screwed up 20 hours a completely useless map loading system &#8211; not even talking a lot of other, terribly implemented features.<\/p>\n <p>It looked like this:<\/p>\n <ol>\n <li>I did some basic definition (where does it take place of, what&#8217;s the genre, will there be a controllable character, etc.)<\/li>\n <li>then I explained it (what&#8217;s the aim, how the player can reach it, will there be premade levels or procedural generation, what may happen on levels, etc.)<\/li>\n <li>then I decided about main features (behaviour of environment, basically) and I thought over, what kind of sprites should I draw (including technical sprites such as particles &#8211; yet they weren&#8217;t implemented at last)<\/li>\n <li>these technical features were great start for a to-do list<\/li>\n <li>and the final step, which is the most important: <strong>I made a detailed explanation for every points of the to-do list!<\/strong> I could follow these statement while I did the stuff that must be done and it not only speeded things up, but also made them &#8220;bug-proof&#8221;! It was especially useful when I created the map loading and saving system.<\/li>\n <\/ol>\n <p>So yeah, this was the true power of my LD. <strong>And the energy drink.<\/strong><\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/K\u00e9p2009.jpg\"><img class=\"alignnone size-medium wp-image-342147\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/K\u00e9p2009-225x300.jpg\" alt=\"K\u00e9p2009\" width=\"225\" height=\"300\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/K\u00e9p2009-225x300.jpg 225w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/K\u00e9p2009-550x733.jpg 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/K\u00e9p2009.jpg 1200w\" sizes=\"(max-width: 225px) 100vw, 225px\" \/><\/a><\/p>\n <p><em>&#8220;I hid behind this bottle perfectly&#8230;I hope no one takes notice!&#8221;<\/em><\/p>\n <p>The structure plan was done around 5:00 A.M., so the actual work was started around that time. Then I worked on the game without stopping for 24 hours, and I literally didn&#8217;t stop!<\/p>\n <p>At the end of this period, I had a fully working engine, and a partially working editor. The rest of the second day was spent for smooth features, such as the ridiculously simple intro sequence, the HUD, the rest of the textures, an autodetailer &#8211; and of course the creation of maps and story.<\/p>\n <p>End was a little bit in hurry, and had to rebuild both the .exe and the .love file twice after Comp ended (first time for a bug that makes lvl2 unbeatable, and second time for the buggy appearance of the ending text), but fortunately, I could finish the game.<\/p>\n <p>It was at 32+\u00a0hours of pure working, if not more. I can not estimate it precisely, due to time spent on YT, Facebook, Reddit, Twitter, and so on, but I&#8217;m pretty sure it was at least 30 hours of pure work. This is my personal record, and I&#8217;m not sure I&#8217;m gonna be able to\u00a0exceed it.<\/p>\n <p><strong>SUCCESSES<\/strong><\/p>\n <ul>\n <li><strong>Excellent structure plan.<\/strong> Explained above; it was the best thing I did during the whole Compo. Incredibly, how does it increase efficiency.<\/li>\n <li><strong>The peak of my L\u00d6VE knowledge.<\/strong> Eight months of programming in Lua with this amazing set has proved that I&#8217;m actually able to make a great game.<\/li>\n <li><strong>Arcade feeling.<\/strong> The placement of HUD was a great choice, and that small and direct interaction with the skytexture also works well.<\/li>\n <li><strong>Quick basic implementations.<\/strong> After 3 hours of work, there was a working player affected by gravity. After 4 hours of work, both the grapplink hook and the laser beam were added. In those circumstances, they were absolutely free from bugs.<\/li>\n <li><strong>Reusable functions.<\/strong> &#8220;The Last Beacon&#8221; seems super easy either to port e.g. to C++ \/w Allegro, or extend into a more complex game.<\/li>\n <li><strong>Design aspects of the levels.<\/strong> The tileset I did was proven to be great.<\/li>\n <li><strong>My first idea worked perfectly.<\/strong> Usually they aren&#8217;t as good, but now, it was great.<\/li>\n <li><strong>And I could do the whole planning phase without sleeping.<\/strong><\/li>\n <\/ul>\n <p><strong>FAILS<\/strong><\/p>\n <ul>\n <li><strong>Ratio issues.<\/strong> After Hackfield, I wanted to use 16&#215;16 tiles instead of the usual 32&#215;32 system, but my 8&#215;8 tile pixelstyle seemed way too small; I couldn&#8217;t even notice the player. Though the playfield would have been too small with 32&#215;32 tiles, so I decided to stay in the middle: 24&#215;24. Which looks perfectly well, but screwed up all the HUD and placement ratios I did, since 32 is a power of 2, while 24 isn&#8217;t, so I couldn&#8217;t stay at the 512&#215;512 size of playfield. It was 504&#215;504 (a.k.a 21tilesx21tiles at the end, and it made some crazy situations at smooths placements. Also, after all, the sie of window is 792&#215;592 instead of proper 800&#215;600&#8230;it&#8217;s not a big problem though, I think.<\/li>\n <li><strong>Lack of smooth movement.<\/strong> I wanted to implement it, but when I realized that it&#8217;s impossible (because player is moved by tiles, not by coordinates), it was so deeply rooted into the code, that I simply wasn&#8217;t able to recover without serious relapses. The disadvantage of quick implementation.<\/li>\n <li><strong>The other features I skipped.<\/strong> Force field, that block laser, but lets player go on; portals&#8217; ability to teleport player &amp; grappling hook; keys for doors; explosions&#8230;I could not implement them. I had to simplify as I could, and these more complex ideas were not good ideas to add, especially after 10 hours of work. I especially agonized a lot with explosions, because I simply wasn&#8217;t able to add explosion effects.<\/li>\n <li><strong>The rest of the\u00a0bugs.<\/strong> I hate that I had to rebuild project files twice, because of last-time-recognised bugs, and I also hate that laser can&#8217;t burst through breakable blocks properly.<\/li>\n <li><strong>The lack of music and sound effects.<\/strong> I didn&#8217;t have time for doing them. Also, Abudant Music didn&#8217;t do music that was fitting to the style of the game.<\/li>\n <li><strong>Not challanging levels.<\/strong> Even though levels look beautiful in my view, I suck at making puzzles, and I even didn&#8217;t have much time, so in the aspect of gameplay,\u00a0&#8220;The Last Beacon&#8221; is possibly a boring game.<\/li>\n <li><strong>Not enough levels.<\/strong> Number of levels is also too small &#8211; I planned 21 at the beginning, but I was also bored and running out of time, so 3 hours before Compo ending, I had 15 levels. I\u00a0made the right decision though.<\/li>\n <li><strong>Hurry at the end.<\/strong> It made a lot of unpleasant &#8220;featues&#8221;, including a ridiculously small story and a kind of short ending.<\/li>\n <\/ul>\n <p><strong>OVERALL<\/strong><\/p>\n <p>Even with every unpleasant events and bugs, LD#29 an outstanding success for me, and this thirs time was the most entertaining for me\u00a0among all of them. I still can not believe I actually created this&#8230;<\/p>\n <p>I hope I&#8217;m gonna have a good ranking at the end. Also, I&#8217;d like to extend this game in the future, like Alan Zucconi did that with 0RBITALIS.<\/p>\n <p>I hope I can do that. But until that, good luck for every competitors, and thanks for reading!<\/p>\n <p>&#8211; Katamori<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/the-last-beacon\/\" rel=\"tag\">the last beacon<\/a><\/p>","time":"April 29th, 2014 10:34 am","title":"\u201cThe Last Beacon\u201d \u2013 Postmortem, a.k.a the success of planning"}