{"author_name":"shohs","cat":"LD #27","comments":[],"epoch":1377888300,"likes":0,"metadata":{"p_key":"38038","p_author":"shohs","p_authorkey":"20774","p_urlkey":"73654","p_title":"On Borrowed Time \u2013 Post Mortem","p_cat":"LD #27","p_event":"LD27","p_time":"1377888300","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"20774","us_name":"shohs","us_username":"shohs","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>It&#8217;s been a few days since the end of the competition, so I decided that it&#8217;d be a good time to write a post-mortem. \u00a0This was my second ludum dare, and I think that I did an okay job this time around. \u00a0The game ended up being a stealth-type game where you have a set amount of life, which constantly decreases. \u00a0Killing an enemy slightly increases the time, and getting hit decreases it. \u00a0In each level, you have to take out a marked target. \u00a0If you want, play my game here:\u00a0<a title=\"On Borrowed Time\" href=\"www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=20774\">On Borrowed Time<\/a><\/p>\n <p><strong>What went well:<\/strong><\/p>\n <p>Graphics: \u00a0Sure, they weren&#8217;t amazing, but I was able to make them in not too much time and they seem to be pretty well received. \u00a0Also, I did the last LD in 2D, so 3D graphics were sort of a step up for me.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/screenshot55.png\"><img class=\"alignnone size-medium wp-image-293380\" alt=\"screenshot\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/screenshot55-300x221.png\" width=\"300\" height=\"221\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/screenshot55-300x221.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/screenshot55.png 515w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>Sound: \u00a0I thought that I did a decent job with the sound. \u00a0The sfx were done pretty quickly, but I think they work. \u00a0The music is pretty minimal, but I thought that that worked well in creating a theme.<\/p>\n <p>Controls: \u00a0This was one of the biggest complaints about my last LD entry. \u00a0Of course, it&#8217;s easier to do controls for a top-down type game than for a platformer, but this was one of the areas that I wanted to improve in.<\/p>\n <p><strong>What didn&#8217;t go so well:<\/strong><\/p>\n <p>Time management: \u00a0For a good third of the competition, I didn&#8217;t have anything remotely playable. \u00a0Also, I ended up having to rush at the last part of the compo, which brings us to&#8230;<\/p>\n <p>Levels: \u00a0I was really disappointed with the amount of levels that I ended up with. \u00a0Really, there were only 3 substantial levels. \u00a0Plus, the biggest level was 16 x 16, when there was potential to make more expansive levels.<\/p>\n <p>Those features that I wanted but couldn&#8217;t fit in: \u00a0I had wanted to make more than 2 types of enemies, like one that stood still but rotated, and one that maybe shot a projectile at you. \u00a0I also had this idea that after each level, you go to a sort of &#8220;black market,&#8221; where you could choose to keep the time you collected to help you out in later levels, or trade it in for upgrades or weapons.<\/p>\n <p>That one bug: \u00a0On the last day of the compo, I was trying to get the background music ( a .ogg file) to play, and it kept throwing an exception when I tried to load it. \u00a0I spent a good hour trying to figure out what the heck was wrong. \u00a0For some reason, it eventually started working, but I still have no idea what the problem was.<\/p>\n <p>Distribution: Distribution can be tedious. \u00a0Enough said.<\/p>\n <p>&nbsp;<\/p>\n <p>So anyway, I thought this went well for the most part, and I plan to get a post-compo version up within a little bit.<\/p>","time":"August 30th, 2013 1:45 pm","title":"On Borrowed Time \u2013 Post Mortem"}