{"author_name":"GagaPete","cat":"LD #28","comments":[],"epoch":1387565280,"likes":2,"metadata":{"p_key":"34174","p_author":"GagaPete","p_authorkey":"16147","p_urlkey":"69719","p_title":"Dumb Treasures \u2013 Post Mortem","p_cat":"LD #28","p_event":"LD28","p_time":"1387565280","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"16147","us_name":"GagaPete","us_username":"\/author\/gagapete\/","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p>Dumb Treasures was my this LDs compo entry. Planned as a &#8220;You only get one unit&#8221; turn based strategy game, it actually turned into a small &#8220;collect all 16 treasures with the only solider remaining in your army&#8221; micro-adventure.<\/p>\n <p>It is the story of a countries army. The country Bla went bankrupt and only a single soldier remains. This soldier is then send to a treasure island where he has to collect 16 treasures as fast as possible. The whole island is save, since there are no dangers.\n <\/p>\n <p>The stort is simple, so is the gameplay.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/gameScreen.png\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/gameScreen-150x150.png\" alt=\"&quot;Dumb Treasures&quot; game screen\" width=\"150\" height=\"150\" class=\"size-thumbnail wp-image-325099\" \/><\/a><\/p>\n <p style=\"margin: 1em 0\">\n <a style=\"font-size: 1.4em\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-28\/?action=preview&amp;uid=16147\">Play and rate now<\/a>\n <\/p>\n <h3>What went right<\/h3>\n <ul>\n <li>\n <strong>Restrict my colors<\/strong><br \/>\n This time, I used the NES color palette as found on Wikipedia to restrict my options. This worked great since I didn&#8217;t have to find the one color out of 2^24.\n <\/li>\n <li>\n <strong>Using bfxr<\/strong><br \/>\n Having sounds improved the game a lot, even though there are only two sounds.\n <\/li>\n <li>\n <strong>Simplify early<\/strong><br \/>\n When sunday afternoon arrived and I had only worked 6 hours on the game in total I decided to drop all my plans (enemies, traps) and focused on implementing a really simple gameplay but doing it nice aaaand doing a whole game. That results in having a nice start screen, an introduction and a result screen that makes the game look much more polished.\n <\/li>\n <\/ul>\n <h3>What went wrong<\/h3>\n <ul>\n <li>\n <strong>8 hours<\/strong><br \/>\n Should I really say more. Due to unplanned events I had much less time than expected.\n <\/li>\n <li>\n <strong>Not using a framework<\/strong><br \/>\n Again, I had no time before to prepare a framework with common used code like state management. I haven&#8217;t lost much time to it but some.\n <\/li>\n <li>\n <strong>Focusing on graphics<\/strong><br \/>\n I spend way to much time on the floor tiles which are nice and probably save my a** during the voting but may I should&#8217;ve spend that time on implementing some game elements like traps.\n <\/li>\n <li>\n <strong>Not providing alternative controls<\/strong><br \/>\n I absolutely regret not implementing the Gamepad API everytime I see that cheap SNES USB gamepad clone on my desk. I&#8217;ll may integrate it in a later version.\n <\/li>\n <li>\n <strong>Not providing a leaderboard<\/strong><br \/>\n Dumb Treasures has no deeper meaning or big challenge. The only challenge is the countdown. I should have spend ten minutes to implement serversided leader-boards in the dirtiest way possible. That would&#8217;ve improved the players involvement a lot.\n <\/li>\n <\/ul>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a><\/p>","time":"December 20th, 2013 1:48 pm","title":"Dumb Treasures \u2013 Post Mortem"}