{"author_name":"Reverend Speed","cat":"LD #27","comments":[],"epoch":1377806820,"likes":1,"metadata":{"p_key":"38071","p_author":"Reverend Speed","p_authorkey":"27066","p_urlkey":"73687","p_title":"Postmortem for \u2018Approaching Ten\u2019","p_cat":"LD #27","p_event":"LD27","p_time":"1377806820","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"27066","us_name":"Reverend Speed","us_username":"reverend-speed","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/postmortemImage01001Rev.png\"><img class=\"alignnone size-medium wp-image-292947\" alt=\"postmortemImage01001Rev\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/postmortemImage01001Rev-300x240.png\" width=\"300\" height=\"240\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/postmortemImage01001Rev-300x240.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/08\/postmortemImage01001Rev.png 500w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p><strong>The Intro<\/strong><\/p>\n <p>My first Ludum Dare &#8211; then suddenly my first Ludum Jam. Let&#8217;s be honest &#8211; this didn&#8217;t work out, but the end result was worthwhile, nonetheless. I&#8217;ve done a few jams before, but I&#8217;m basically still a baby programmer &#8211; still a lot to learn.<\/p>\n <p><strong>The Good<\/strong><\/p>\n <p>* Art &#8211; This came together fairly well and the submitted experience looks rather nice (folks other than me like it too!). Palette and colour temperature worked, lighting was fairly successful. I&#8217;m very happy with the combo of pixel art and PS1-level polygon modelling &#8211; I think this&#8217;ll be worth pursuing in the future.<\/p>\n <p>* Particles &#8211; Shuriken, I could marry you. The others will say you should be filed under Art, but what do they know? You&#8217;re special. You have only to smile and suddenly there is Animation and atmosphere. *sigh*<\/p>\n <p>* Programming &#8211; Again, nae bodder. No real programming challenges, but some good practice. Lots of animation-by-way-of-code, which is a fast way to give a scene a nice sense of life.<\/p>\n <p>* Ludum Dares! Ludum Jams in disguise! &#8211; I&#8217;d given up after the first 48 hours, then read somebody&#8217;s post where they mentioned that they were switching to Ludum Jam rules. And suddenly I could see &#8211; THERE WAS TIME! Glorious, bounteous, forgiving gulfs of time!<\/p>\n <p>All of which makes&#8230;<\/p>\n <p><strong>The Bad<\/strong><\/p>\n <p>&#8230;all the more bitter.<\/p>\n <p>* Inspiration &#8211; Read the theme and thought oh, that&#8217;s fun, that reminds me of the Lars Von Triers movie &#8216;The Five Obstructions&#8217;, I wonder if I can make a game based around the first obstruction? No, that&#8217;s a mad idea. I&#8217;ll sleep on it and have millions of better ideas tomorrow.<\/p>\n <p>Except I didn&#8217;t.<\/p>\n <p>Normally I have hundreds of ideas for jams and this theme &#8211; Ten Seconds &#8211; was an especially good one! But &#8211; NOTHING. All I could think of was trying to build a multi-camera, multi-character adventure game where the player would have to layer and stack character interactions as control cycled between characters on a 3.3333333 second interval.<\/p>\n <p>But, Rev, that&#8217;s a CRAZY idea for a gamejam!, you exclaim. What about the scope?<\/p>\n <p>* Scope &#8211; And you&#8217;re right. It makes me angry that I&#8217;ve fallen for this again. Approaching Ten was clearly a two-artist\/programmer man job. And I knew this going in. But damned if I could think of any other worthwhile ideas (at the start. Natch half-way-in, I could think of hundreds). Rrrrg.<\/p>\n <p>* Design &#8211; So I didn&#8217;t even really like this idea and I was always trying to think of a way out of the problem&#8230; Which distracted me on design, which meant I lost time each day to just sitting down with a notepad and scribbling. That said, eventually I came up with a very slight story (GAH a story-led game for a gamejam, bad idea, bad idea) which I was reasonably happy with. By this time, things were pretty much doomed &#8211; I&#8217;d spent far too much time dawdling around with the art and fiddly little details and I was unlikely to get the gameplay in &#8211; hence the published version of Approaching Ten.<\/p>\n <p><strong>The Conclusion<\/strong><\/p>\n <p>The lessons learned here are: 1) BRAINSTORM HARDER at the start and only start on a game idea you&#8217;re really excited about. \u00a02) If you have to go with an adventure game, don&#8217;t go to the computer until you have your story and puzzle design. 3) This art style is promising. 4) SCOPE HARDER.<\/p>\n <p>&#8230;Still. Can&#8217;t wait for the next one. =)<\/p>\n <p>Yours,<\/p>\n <p>&#8211;Rev<\/p>","time":"August 29th, 2013 3:07 pm","title":"Postmortem for \u2018Approaching Ten\u2019"}