{"author_name":"Tom Rijnbeek","cat":"LD #29","comments":[],"epoch":1398771960,"likes":3,"metadata":{"p_key":"30235","p_author":"Tom Rijnbeek","p_authorkey":"504904","p_urlkey":"65707","p_title":"Beneath the Surface \u2013 Post Mortem (48h)","p_cat":"LD #29","p_event":"LD29","p_time":"1398771960","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"504904","us_name":"Tom Rijnbeek","us_username":"Tom Rijnbeek","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>As promised, a post-mortem for my first ever Ludum Dare. I can&#8217;t say I did really badly, but I also can&#8217;t say I am happy with the result. I think there are a few major points that could get some improvement, so I will discuss each of them briefly.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>Preparation<\/strong><\/p>\n <p>The way I went into this Ludum Dare was pretty much unprepared. I heard that this Ludum Dare finally was not in the weekend before my finals and decided to join in if (and only if) the theme was interesting and I had a cool concept. Over the days the &#8220;Ludum Dare hype&#8221; grew a bit on me and when the theme turned out to be not what I hoped for, I still went in. However, I had not even settled with an engine yet and it took me half a day to get started. I had no idea what to do, I had to set up everything from scratch and I lost quite some time with it. Next time, I want to settle on an engine beforehand and &#8211; if necessary &#8211; make sure to have a codebase ready.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>The concept<\/strong><\/p>\n <p>The concept I finally decided to go with was a puzzle game. I think the ambitions with the concept were spot on: the mechanics were easily implementable, the concept was extensible if there was enough time, all in all a good idea to realise in (less than) 48 hours. However, even though I did consider that level design would take time, I had underestimated the difficulty of it. Making good levels is about ten times harder as completing them and the mechanics I had weren&#8217;t always as intuitive. The problem with a concept like mine is that the game stands or falls with the level design. I didn&#8217;t design the levels very well, so I think that makes the game not very enjoyable, even though I think there is a lot of potential in the introduced mechanics.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>Graphics<\/strong><\/p>\n <p>If there was a prize for &#8220;worst graphics skills&#8221;, I would probably get it. It&#8217;s official: I suck at graphics. That is something I knew beforehand. This was the first time I ever made my own graphics (apart from boxes, circles, triangles, lines and stickmen) and I spent a lot of time on it &#8211; probably at least half of the development time. While this is not a problem per se, after all that time my graphics still sucked. I could have gotten the graphics over with in an hour and spent more time on the mechanics and I will next time try to spend more time on my actual field of expertise: programming.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>Experience<\/strong><\/p>\n <p>This is the most important point. I am not referring to this being my first Ludum Dare, but to my experience with jamming (or prototyping) in general. I think I am a fairly good programmer, but I started on a relatively late age and I always went on with large projects. I am working on a big project right now (consider it a job if you want), and while that is really educating, I would like to set some more time apart to do small games like the ones made in the Ludum Dare. In the end, to become better, you just need to\u00a0<em>make game<\/em>. Period.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>Conclusions<\/strong><\/p>\n <p>I loved working on something with the feeling of community. It is so motivating to have other people do awesome stuff as well. I definitely want to do more of these, but I also want to do more prototyping myself. I just need to get more experience and get a better feeling for what works and what doesn&#8217;t. I have always been a bit sceptical of Unity, but I have seen some people do amazing things with it and it would also solve all my distribution problems, so I am definitely gonna give that a try and probably use that for my next Ludum Dare. Last weekend was such a cool and educating experience and it gave me so much insights in what I am good at and what I still have to improve on.<\/p>\n <p>I am looking forward to playing some of the other entries and applying everything I have learned to my daily life. For now, I say goodbye and see you all at the next Ludum Dare!<\/p>\n <p>&nbsp;<\/p>\n <p><strong>My entry<\/strong><\/p>\n <p>If you want to check out my entry, you can do so\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-29\/?action=preview&amp;uid=25414\">over here<\/a>. Currently it only runs on Windows, but an OSX build should be provided soon.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a><\/p>","time":"April 29th, 2014 6:46 am","title":"Beneath the Surface \u2013 Post Mortem (48h)"}