{"author_name":"Heirarch","cat":"LD #28","comments":[],"epoch":1387324020,"likes":0,"metadata":{"p_key":"34289","p_author":"Heirarch","p_authorkey":"28657","p_urlkey":"69836","p_title":"How it all came down.","p_cat":"LD #28","p_event":"LD28","p_time":"1387324020","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"28657","us_name":"Heirarch","us_username":"Heirarch","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p>So after 48 of what I can only describe as brutal crunch time I&#8217;m a little disappointed that I couldn&#8217;t submit my game to the Ludum Dare. About an hour from the end with nothing but tea for food and having coded for nearly 32 hours straight I was faced with serious debugging problems and realised I couldn&#8217;t ship the game on time especially since I still had to package it. I could have opted to code for another day and submit to the jam but having stopped I lay down to sleep and woke up nearly 18 hours later so here is what the Ludum Dare community lovingly calls a Post Mortem:<\/p>\n <p>The Good:<br \/>\n Bulk First Coding. I got a lot done. Even though it wasn&#8217;t enough I got a lot done. Maps, combat, inventory and all of it was defined using static arrays, loadable from text files. Rather that my usual thinking about the most efficient path I just coded and it was good.<\/p>\n <p>The Bad:<br \/>\n Having to work in the middle was bad. It disturbed my sleep schedule and drew time away from the Dare, next time I will take 2 days off work.<\/p>\n <p>Sleep. Oh god sleep. Usually when I code overnight I remain or increase in coherency but over the course of the Dare I found myself becoming less and less productive. I slept an average of 6 hours per night the week before and even less on the day before and during. It was horrible, I reached all sorts of existential dilemmas and it was really bad for morale. Partly it was because I scheduled preparation for the Dare really poorly and ended up going overtime most nights but also just plain stupidity. Next time there will be a rigid sleeping schedule: Rest before, code as much as I can, Sleep, Do the final stretch.<\/p>\n <p>Planning. Perhaps the biggest mistake. Not planning my code was good but not planning the development properly was the killing blow. My planning process was literally: I have an idea, lets make it. Unfortunately what I didn&#8217;t realise was that my envisioned concept was built mostly around a Fire emblem\/Advance Wars style combat and map system which, as a package, seemed smaller than the sum of its parts. And more importantly I failed to identify and focus on the core elements of my game or what tied it to the theme. I started programming face first: The player sees the map first lets make the map but what was the core was the combat and inventory, if I had no map I could still get a game of just increasingly tougher fights with an inventory and have it ship but instead I was stuck writing all of that in till the last second to make the game feel relevant. So next time. Plan. Proper plan.<\/p>\n <p>The Ugly:<br \/>\n Perhaps my most rookie mistakes were in the preparation. I wasn&#8217;t quite comfortable with my tools and it was painful.<\/p>\n <p>I don&#8217;t think the moment where I found I couldn&#8217;t use TrueTypeFont or Textures in unison with simple colours the way that I thought you could is on the stream but it was horrible. Without text its very hard to convey to the player any sort of context or meaning and I let it slide but I should have tried to fix that more. I guess at the time I knew that I wouldn&#8217;t get to make textures and I decided to focus on the rest of the game rather than text but in hindsight text was incredibly important. Even if I managed to bug fix without text nothing would make sense.<\/p>\n <p>The other thing was packaging. After I woke up and ran around for a bit I tried to actually package the game and it took me two hours to get it working which, if I had to do it in the dare, would have killed me on the spot.<\/p>\n <p>What Next:<br \/>\n I&#8217;m probably going to bug fix and finish the game. After the dare I also figured out that the idea that I was interested in completing wasn&#8217;t so appealing to me but a friend of mine gave me some inspiration to actually have a think about it and I might actually get it finished.<\/p>\n <p>Despite not finishing I still enjoyed the dare greatly and there&#8217;s no doubt in my mind about the next one. I learned a lot about Java, programming, the game dev community and myself and even if it drove me half into my grave I can&#8217;t wait to go again.<\/p>\n <p>Having looked at some entries in the dare its good to see what people are working with and its comforting to know that I&#8217;m not so out of my element as I felt. I saw some guys make a lovely looking dungeon crawler with the LWJGL for the jam and it made me think about working in a team for the next one instead, even if I do like the idea of finishing a game on my own<\/p>\n <p>And it also made me realise how stagnant my own projects have been. I&#8217;ve made more of a game in 48 hours than I have in 2 years and I feel kind of ashamed, daunted and inspired seeing what I can do and what those who I participated beside can do.<\/p>\n <p>So whats next is only the beginning.<\/p>\n <p>For those actually interested here is my game as it was at the end of the dare including source. It&#8217;s horribly buggy right now so don&#8217;t be surprised if it takes a couple of restarts to get working. Its technically ported to mac and windows but if you don&#8217;t have 2 mouse buttons you can&#8217;t do much:<\/p>\n <p><a href=\"http:\/\/www.mediafire.com\/download\/pxyh2s7pjokoxo2\/LD28.zip\" title=\"LD28\">http:\/\/www.mediafire.com\/download\/pxyh2s7pjokoxo2\/LD28.zip<\/a><\/p>","time":"December 17th, 2013 6:47 pm","title":"How it all came down."}