{"author_name":"Bcadren","cat":"LD #28","comments":[{"author_name":"Photon","time":"December 26, 2013 7:10 pm","epoch":1388103000,"text":"I experienced #7 for the first time this LD. Man, it definitely is eye-opening.","spam":"N"}],"epoch":1388099520,"likes":1,"metadata":{"p_key":"34091","p_author":"Bcadren","p_authorkey":"29133","p_urlkey":"69636","p_title":"Post Mortem III: \u201cTwo Weeks in a Community\u201d","p_cat":"LD #28","p_event":"LD28","p_time":"1388099520","p_likes":"1","p_comments":"1","p_status":"UPD5","us_key":"29133","us_name":"Bcadren","us_username":"bcadren","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p>It feels like a lot of what I&#8217;ve learned from Ludum Dare; I learned from the people after the experience, rather than during the actual event. \u00a0In this part I share some of those gems.<\/p>\n <ol>\n <li>Consider the player at all parts of the design process. If a piece of art is barely visible, don&#8217;t waste time on it; if the player isn&#8217;t going to understand how to do something, make sure it is explained etc. Do this before implementing more features, because it is pointless if they can&#8217;t follow you.<\/li>\n <li>Get an alpha out to test as soon as possible. People can&#8217;t tell you how it works on their device or about glitches on all devices unless it is out there; they also can&#8217;t tell you how much they like\/hate a particular feature.<\/li>\n <li>Just because the frame-rate is excellent on your device doesn&#8217;t mean it will be for everyone it is deployed to. Consider quality settings, etc. in order to address this problem.<\/li>\n <li>Newgrounds -does- accept Unity games; they just have to be embedded in HTML5.<\/li>\n <li>If intending to release online-only HTML5 and Three.JS is a better way to go than Unity. If planning for phones and console development though; Unity&#8217;s ability to be multiplatform easily is desirable. For this reason I&#8217;ve decided to learn HTML5 and may attempt a 3D Java Online-only application for next LD. At very least I am going to offer a version of my art portfolio coded in this language.<\/li>\n <li>Press is important for any project to succeed; try to make anything you want to be your focus an interesting story for the press as well as a good game. Also try to communicate with them if you are trying to run a Steam Greenlight, or crowdfunding campaign or trying to self-publish.<\/li>\n <li>There is no feeling quite like watching someone livestream your game. \ud83d\ude00<\/li>\n <li>Release as many places as you can; something negatively reviewed and garnering no attention one place can be loved in another.<\/li>\n <li>Even if a game was perfect for you some people will hate it for relatively stupid reasons. Do not try to cater to everyone.<\/li>\n <li>Both what you want to make and what others want to play is important. Any game project you put your efforts into should be both.<\/li>\n <\/ol>\n <p>Overall; I&#8217;ve never really had the feeling of belonging to a group quite as much as I have with this online community. It helps my feelings for making a post-compo version of this game and in general, creating and promoting my own projects. There&#8217;s so much that this relatively short experience has brought to the table with me that my formal training in college did not.<\/p>","time":"December 26th, 2013 6:12 pm","title":"Post Mortem III: \u201cTwo Weeks in a Community\u201d"}