Post Mortem
For the fifth time I took part in the Ludum Dare, this time I decided to use this oportunity to learn libGDX library. One week before the competition I read oficial wiki and write some prototype code that included all basic operations like key input, movment, sprite handling etc. I haven’t thought about game ideas for final round themes as always because I didn’t have time due to my work/home/family responsibilities.
Game idea for “10 seconds” struck me very quickly but it was a little bit different then what I ended up with. I wanted to create a platformer where a main character has a bomb that will explode in 10 secounds and he have to carry it all around the map and recharge timer in special points. During the weekend idea has evolved into what you can play now, mainly due to programming problems and lack of time.
What went right:
– programming
As I said before this was my first real game using libGDX and I must say that I’m realy supprised how easy it is and how many features it has. I will definitely try to better understand it and use it again. If you write in java I realy recommend you check it out.
– art
I’m very happy of how game ended up looking. This is far the best looking game I ever made. I spend lots of time drawing sprites (it took me more than an hour to create a crate).
– level design
The best part of whole LD was when all programing and drawing was done, everything worked and I was creating levels. It was pure fun to create and test them.
– sound
Until last moments I didnt know if I will manage to create audio. I always left this for the end, because audio is my weakest point in whole game developing. Happily there was still enough time to create some simple theme.
What went wrong:
– programming
Because it was my first time with libGDX there were some problems. I couldn’t generate TextureAtlas (still don’t know why). I had big problem with adding a font and then scaling and I ended up using standard font. But all of those issues was caused by my lack of knowlege in lib. Besides libGDX troubles I had to face my old nemesis with was collision detection. I had big problem with proper collisions for crates, character and map when it was all working together.
– controls
The worst thing about my game (as I can tell from comments) are controls. During development I knew there was bad and I wanted to change it but only if I still had some time left. Character animations was directly connected to them and I was too afraid I will break everything.
Conlusion:
I must say that when I run game with graphics, and sound for the very first time it was a beautiful moment and I couldn’t stop smiling playing. And for moments like these I participate in LD and I will participate as long as I can. Overall I’m very happy with how final game looks like, and with all the comments I have received. Thank you all!
If you haven’t playd my game you can do it HERE

