{"author_name":"Senevri","cat":"LD #27","comments":[],"epoch":1377823140,"likes":2,"metadata":{"p_key":"38062","p_author":"Senevri","p_authorkey":"25313","p_urlkey":"73678","p_title":"10 Seconds to Disaster Postmortem.","p_cat":"LD #27","p_event":"LD27","p_time":"1377823140","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"25313","us_name":"Senevri","us_username":"senevri","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>When the time came, and the theme was set, I was initially dismayed. It was &#8230; not one of my favourites. Oh well.<\/p>\n <p>Fortunately, I knew I needed some things working in XNA, regardless of what I did, so I could just start coding, while watching Ludum Dare screencasts at Twitch. so, I wrote an engine which rendered textured quads, and set up the camera so that I could set them on screen with pixel precision.<\/p>\n <p>Some 9 hours in, I finally started getting \u00a0an idea I liked.<\/p>\n <p>The initial concept was, that you&#8217;d play a hero, who&#8217;d have to stop a disaster, every 10 seconds, and rush to the next one. I imagined a caped character, saving planes and trains, stopping robberies and alien invasions.<\/p>\n <p>Well, that wasn&#8217;t going to get done in 39 hours. So, time to simplify.<\/p>\n <p>The times I&#8217;d played Arkham Horror, or the last time I spent over-analyzing the setting in Sailor Moon, probably cued something.<\/p>\n <p>What is there was just one \u00a0disaster type, that of interdimensional invasion? You&#8217;d fight the creatures rushing in from portals, and&#8230; stuff. I was kind of fuzzy on the details, but closing the portals or taking the fight to the enemy should be an option. Initially I had civilians whom the monsters would attack, and locations the player could visit, but time pressures -&gt; <em>snip<\/em>.<\/p>\n <p>Onwards, with the post-mortemizing!<\/p>\n <h3><strong>What Went Right:<\/strong><\/h3>\n <p>Quite a bit. I was about 90% satisfied with my experience and results, although this was my first LD, and my second build-a-game-over-the-weekend participation.<\/p>\n <p><strong>Starting with the Engine.<\/strong><\/p>\n <p>Certainly not always a good idea, but in this case, I had a pretty clear idea what I wanted to do &#8211; I didn&#8217;t want to do any modelling, but I wanted to have access to rotations and whatnot. This was also my XNA learning project, and I made good use of the first nine hours, despite having no idea of what I&#8217;d make.<\/p>\n <p>That being said, I had to rewrite the core of the thing, as my initial version was badwrong. Of course, I figured the correct way to do it immediately after a good night&#8217;s sleep, when the competition had finished.<\/p>\n <p><strong>Simple Design<\/strong><\/p>\n <p>Not having an overambitious design cut down on time needed, and I stil barely squeezed the minimum in, within the time limit.<\/p>\n <p><strong>Focusing on Finishing and Staying on Target<\/strong><\/p>\n <p>To get a game, not a game demo, I needed win and lose conditions. I sort of got there &#8211; if I&#8217;d just slapped a &#8220;you win&#8221; screen in front of the player, when they reached the final battle portal stage, it would have been complete. Now, while there&#8217;s a distinct lose condition, there wasn&#8217;t clear win condition. It has a screen showing controls, and even some sound effects.<\/p>\n <p>It&#8217;s not just a tech demo, but an actual, if tiny and not very entertaining, game.<\/p>\n <p><strong>Coder Art<\/strong><\/p>\n <p>I like drawing, and I&#8217;m not horrible at it. I intended to leverage that, but I slapped in some quick placeholder art &#8212; which ended up being pretty much final. It&#8217;s aesthetics grew on me, like an alien fungus. I didn&#8217;t end up spending much time on it, just adding tiny little animations, which made things quite lively enough<\/p>\n <p><strong>Tiled<\/strong><\/p>\n <p>The Tiled editor, while very simple, is great at quickly putting levels together, and I know some simple tricks with it, so that was fun.<\/p>\n <p><strong>What Went Wrong<\/strong><\/p>\n <p>Not that much, really.<\/p>\n <p><strong>Using 3d.<\/strong><\/p>\n <p>Not in and as itself, but learning and building took a huge chunk of time, which I could have avoided, if I&#8217;d just stuck to blitting. As it turned out, I didn&#8217;t really need all those 3d features at the time.<\/p>\n <p>Of course, now that I&#8217;ve rewritten the engine and so forth, I&#8217;m starting to see some benefits from the 3d engine in the background, but for the purposes of the competition, it was redundant.<\/p>\n <p><strong>Getting Zero Peachy Keen Features Implemented<\/strong><\/p>\n <p>I had a plan to give players power-ups depending on how they performed during each 10-second segment. Various attacks, heals, and other neato things. As I got none of them in, the player was left with two basic attacks, both which are kind of meh.<\/p>\n <p><strong>Using CamStudio for Timelapse<\/strong><\/p>\n <p>Not a big thing, but I lost first three hours of video due to hitting esc at the same time as CamStudio offered a save dialog, and that was that. &#8217;twas a pain, mostly.<\/p>\n <p>Afterwards, I familiarized myself with Chronolapse, which is much better regarding timelapse recording. \u00a0I also lost a few minutes fighting with CamStudio, which may or may not count.<\/p>\n <p>(I linked the timelapse videos in previous posts, if you&#8217;re interested)<\/p>\n <p><strong>Not Paying Enough Attention To Rules<\/strong><\/p>\n <p>I didn&#8217;t know there was a hour&#8217;s grace time to upload the product, after the actual competition time was done. I could have put in a bit more work on the game had I known that. Ah well.<\/p>\n <p><strong>Level Design, or Lack Thereof<\/strong><\/p>\n <p>My test level end up being pretty much the final one. I could have made the gameplay much more pleasant by simply redoing the level&#8217;s layout. Few things are as permanent as those meant to be temporary.<\/p>\n <p>Still, I&#8217;m not very good at level design, in general. Need to improve there.<\/p>\n <p><strong>Coder Art<\/strong><\/p>\n <p>On the other hand, this was another thing, where an investment of, oh, 3-4 hours would have given me much more stylish graphics. Not that I had the time, due to spending most of the first day building the engine.<\/p>\n <p>&nbsp;<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=25313\">My LD27 Entry<\/a><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"August 29th, 2013 7:39 pm","title":"10 Seconds to Disaster Postmortem."}