{"author_name":"sharpcoder","cat":"LD #29","comments":[],"epoch":1398731820,"likes":1,"metadata":{"p_key":"30306","p_author":"sharpcoder","p_authorkey":"32080","p_urlkey":"65778","p_title":"Ludum Dare 29 \u2013 Postmortem","p_cat":"LD #29","p_event":"LD29","p_time":"1398731820","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"32080","us_name":"sharpcoder","us_username":"\/author\/sharpcoder\/","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>This was my first Ludum Dare (my first competition ever, really) and I must say that I had more fun during those 48 hours than I have in a long time! I can&#8217;t wait for the next Ludum Dare. With that in mind, I&#8217;ve learned a lot of things in general about making a game during a time crunch&#8230;<\/p>\n <p><strong>Prioritize Prioritize Prioritize!<\/strong><br \/>\n I am a ScrumMaster at work, so naturally I brought some of my training into the real world! During the competition I maintained a prioritized backlog of items (written on post-it-notes). This turned out to be an exceptional tool that allowed me to easily make big decisions during those precious last hours. Moving forward, I plan to start my backlog much earlier than I did during this &#8220;sprint&#8221;.<\/p>\n <p><img src=\"http:\/\/debuggle.com\/ld29\/screencap\/scrumboard.jpg\" alt=\"Prioritized Backlog\" \/><\/p>\n <p><strong>Polish is good!<\/strong><br \/>\n I believe my entry turned out quite well, all things considered. But I realized that with every bit of polish I added, things became exponentially more entertaining. Knowing when to start working on polish versus functionality is a very tricky thing to master, but never underestimate its value. Of course my game would not even be playable without a framework, but dedicating those last few hours purely to polish was the best thing I could do.<\/p>\n <p><strong>For web-based games, test on slow connections.<\/strong><br \/>\n During the upload period, I started allowing my friends to demo what I had made and offer last-minute bug reports. The result was terrifying. More than half of everyone who tried my game couldn&#8217;t even load it properly. I quickly realized that it was an image downloading problem due to the scripts &#8220;initializing&#8221; faster than the content was able to load. The result was a few tragic comments and a very poor initial reveal. Luckily, I was able to quickly fix the catastrophic bug that was causing all my heartache. My advice for fellow web developers &#8211; make sure to test your game on slower-than-instant connections! One trick is to pop open fiddler and set the simulation-mode to &#8220;dial-up&#8221;. Since fiddler automatically hijacks your network traffic, it does wonders for testing this sort of thing.<\/p>\n <p><strong>Testing in general.<\/strong><br \/>\n I have since found that my entry doesn&#8217;t appear compatible with all versions of firefox. Oops! Make sure to test your stuff thoroughly, especially if you&#8217;re cooking with home-brew frameworks. I have no doubt my compatibility issues will affect my overall score. Live and learn, I suppose.<\/p>\n <p><strong>Keep a log of progress.<\/strong><br \/>\n Unfortunately, I did not keep screenshots of my game during the earlier stages of development. I would very much like to see how it compares to even 12 hours prior to release. During the next Ludum Dare, I will definitely be keeping a larger collection of shots and animated gifs that represent my game during various stages of development&#8230; On the bright side, I did maintain a <a href=\"http:\/\/sharpcoderjam.wordpress.com\">microblog of development decisions <\/a> and random updates during crunch time which was a pretty neat experience. I think it&#8217;s good to be able to look back on all the decisions one made over the 48 hours of development.<\/p>\n <p><strong>In Conclusion:<\/strong><br \/>\n I had a lot of fun during this event and learned a lot about the process. I&#8217;m not new to game development, however, working under a 2 day deadline was a whole other ball game. I am very glad that I participated in this Ludum Dare and look forward to many years of consecutive entries!<\/p>\n <p>Ludum Dare 29<br \/>\n <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-29\/?action=preview&amp;uid=32080\">Moon Harvest &#8211; Embark on a journey to harvest celestial cores throughout the galaxy!<\/a><br \/>\n SharpCoder<\/p>","time":"April 28th, 2014 7:37 pm","title":"Ludum Dare 29 \u2013 Postmortem"}