{"author_name": "Squid Blink Games", "cat": "LD #29", "comments": [], "epoch": 1398738600, "likes": 2, "metadata": {"p_key": "30285", "p_author": "Squid Blink Games", "p_authorkey": "504788", "p_urlkey": "65757", "p_title": "Robotick Postmortem", "p_cat": "LD #29", "p_event": "LD29", "p_time": "1398738600", "p_likes": "2", "p_comments": "0", "p_status": "UPD5", "us_key": "504788", "us_name": "Squid Blink Games", "us_username": "Squid Blink Games", "event_start": "1398384000", "event_key": "22", "event_name": "LD29"}, "text": "<p>36 hours without sleep, but I feel it was worth it. Even if the final polish for the game had to be done on my lunch break today 😛 Those finishing touches were absolutely necessary, though.</p>\n <p>I definitely learned a lesson about rapid prototyping during this jam. I have a tendency to obsess over having the &#8220;perfect&#8221; modular code. Everything has its place, everything must be clean, everything must be commented fully, highly decoupled, intuitive interfaces, etc.</p>\n <p>Sometime around 2 am on Monday, I realized how little progress I&#8217;d made, and finally buckled down to just finish SOMETHING that was playable, coding conventions be damned. It turned into a giant knotted ball, object references scattered all willy-nilly, the bleating of sheep was deafening. Oh, the horror! The code was some of the worst I&#8217;ve ever done.</p>\n <p>You know what? It was fun! I can definitely see the point of creating a prototype first as quickly as possible, ESPECIALLY for games; I got to get a feel for the game as I worked on it. &#8220;This isn&#8217;t as fun. This could be harder. Maybe that&#8217;s too hard.&#8221; Fail faster, as they say. Kind of like the &#8220;plug and chug&#8221; programming method, but with game design.</p>\n <p>Unfortunately, we didn&#8217;t have time to implement a lot of our more lofty design ideas. There were supposed to be llamas. Random llamas, bursting out of the skin for no reason. And perhaps Grumpy Cat, because somehow that&#8217;d magically make us appeal to a larger demographic, right? Or something.</p>\n <p>Dammit&#8230; no llamas, though. Not even a giant pink snake monster.</p>\n <p>At least there was blood. And pus-filled ingrown hairs. And of course, random speech.</p>\n <p>Next time I take a stab at a jam, I&#8217;ll make sure to put on my &#8220;fug&#8217;git&#8221; mantle earlier on in the game and just have fun with it rather than try to over-engineer every little thing. I got some good reusable components and code out of it, but that wasn&#8217;t really the point.</p>\n <p>There was an obvious cost, though, to rushing it; bugs. So many bugs @_@ Not long after submission, I realized I&#8217;d used an older spritesheet for the hair wiggle/break, which I&#8217;m sure people can see, is the wrong size. I&#8217;m not sure if that falled under the &#8220;typo&#8221; category of bug or not. What do you guys think? Collision&#8217;s the same size, just a cosmetic fix. I think it probably qualifies. Curious to hear what other people think.</p>\n <p>One thing I really wanted to get in was procedural, endless generation of the levels, but there simply wasn&#8217;t time. At the last minute, I just started throwing down hairs, blood, and pimples in ways I thought would be challenging to get to the gold.</p>\n <p><img class=\"alignnone  wp-image-356429\" src=\"http://www.ludumdare.com/compo/wp-content/uploads/2014/04/35330-shot0-300x187.png\" alt=\"35330-shot0\" width=\"513\" height=\"376\" /></p>\n <p>I think it made the game a little more challenging than a random level would&#8217;ve, which is good, but I failed to realize another oversight; I wasn&#8217;t actually resetting the levels at game over. A very LARGE issue that makes the game unplayable after you&#8217;ve finally exhausted the blood pools. The level definitely needs a reset. Don&#8217;t know how I could&#8217;ve missed that.</p>\n <p>But again, I don&#8217;t know if that qualifies as &#8220;unbeatable,&#8221; so I don&#8217;t want to mess with it until I get some feedback on whether others think it&#8217;s OK to fix. Deadline has come and passed. I probably should have thought of these things before.</p>\n <p>Oh well. I&#8217;m tired and was pretty much useless at work today&#8230; but man, I had a blast! I can&#8217;t believe I&#8217;d never done one of these before!</p>\n <p>Of course, shameless plug: If you&#8217;re still reading this, you should play the game! Vote! Be harsh, I can take it; the next game will be even better 😉<br />\n A big thanks to the rest of the team! You guys were amazing, I really appreciate it!</p>\n <p>Oh, and a word of forewarning: The stuff the tick spouts when it talks can be pretty explicit and potentially offensive; this is because a large number of entries in our word bank came from Cards Against Humanity. That said, I think you&#8217;ll know what to expect &gt;.&gt; (Yes, we&#8217;ve read the license; as long as we&#8217;re not selling anything and give credit, we&#8217;re free to use the content. Obviously, if we decide to try and make money on a future iteration, we&#8217;ll use a completely custom word bank of original content)</p>\n <p>Artwork/animation by <strong>Cindy Nguyen</strong>!<br />\n Music and the speech generation engine done by <strong>Patrick Ryan</strong>.<br />\n Additional game design and brainstorming, <strong>Chris Berber</strong>!<br />\n And  you have me to blame for the all the bugs.<br />\n I very much hope to work with these guys again for the next challenge!</p>\n <p>Jam Entry Link:<br />\n <a title=\"Robotick Ludum Dare #29 Entry\" href=\"http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&amp;uid=35330\">http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&amp;uid=35330</a></p>", "time": "April 28th, 2014 9:30 pm", "title": "Robotick Postmortem"}