{"author_name":"manabreak","cat":"LD #29","comments":[],"epoch":1398667860,"likes":1,"metadata":{"p_key":"30567","p_author":"manabreak","p_authorkey":"11177","p_urlkey":"66042","p_title":"Oh My Oilrig! \u2013 Early postmortem","p_cat":"LD #29","p_event":"LD29","p_time":"1398667860","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"11177","us_name":"manabreak","us_username":"manabreak","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>(Try it out at\u00a0<a title=\"here\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-29\/?action=preview&amp;uid=11177\" target=\"_blank\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-29\/?action=preview&amp;uid=11177<\/a> !)<\/p>\n <p>Last night, I was quite tired and decided to call it &#8216;done&#8217;. The first thing this morning, I checked the comments and saw a crash notice&#8230; Great. Well, turned out to be a really small thing in the end. Now, time for an early post-mortem!<\/p>\n <p>The first thing that comes to my mind is that I should have done a lot more work during the first 24 hours. I slacked, doing about 8 hours of work, and it backfired on Sunday. I had planned for tons of features (namely, more enemies, more defenses, and a repair function for defenses), but as time went by, I had to scrap most of them and focus to get single things to work.<\/p>\n <p>The second problem was that while I had laid out the basic code design in my head before I started coding, it didn&#8217;t work out as intended. In the end, I had to write exceptions and exceptions of exceptions in order to get everything to work &#8211; not something you&#8217;d like to see in your code, especially if you&#8217;re going to maintain it later on. Some things were fixed so delicately that after I saw them finally working (for example, the way workers enable turrets to be built), I was afraid to touch the code so I wouldn&#8217;t break it again.<\/p>\n <p>On a more positive note, I surprised myself at how quickly I was able to make the graphics and sounds. In total, I probably used about three hours drawing the graphics, and about an hour making the music and sound effects. Granted, there&#8217;s not that many sound effects involved, but still. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>One thing I especially liked about was the water. I&#8217;ve always struggled with animating water, or even creating nice-looking, non-animated water. This time, I used just single-colored, semi-transparent blue planes, stacked and slightly animated to move up and down and rotate a bit. I was surprised how well it worked considering how simple it was!<\/p>\n <p>So, what have I learned?<\/p>\n <ul>\n <li>Making graphics for this kind of game is surprisingly fast.<\/li>\n <li>Code should be refactored \/ redesigned \/ repurposed multiple times during the first 24 hours. Later on, broken code causes even more broken code.<\/li>\n <li>48 hours is both a short and a long time. Flesh out all ideas you can, but prepare to scrap most of them and focus on the core things first. If you have time, adding more stuff shouldn&#8217;t be that difficult if you&#8217;ve prepared for it.<\/li>\n <\/ul>\n <p>All in all, I&#8217;m pretty satisfied about the results. The code is at awful state, and if I&#8217;m going to continue on this, I have to spend a lot of time cleaning and restructuring the code first. Most of the worker and defense code should be erased and re-written.<\/p>\n <p>I&#8217;m also thinking of porting this for Android. Whaddya think? <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a><\/p>","time":"April 28th, 2014 1:51 am","title":"Oh My Oilrig! \u2013 Early postmortem"}