10 Parsecs Post-Mortem.

Last weekend, I made a game. This game was called 10 Parsecs. (Because a parsec is the parallax of one arcsecond).

This was my third time entering the compo. The first two times I did “kinda okay”. This time, I’ve decided, was a rousing success. At the time of writing,  I’ve had three requests for a post-compo version and one piece of fanart from this guy (which would imply that I also have a fan). This is quite clearly awesome.

 

Musings:

This was the first time using Unity for the Ludum Dare. I already knew it quite well thanks to a super secret ongoing project I’ve been working on, and because of Quill18’s tutorials. I didn’t write any of my scripts in Boo even though I’m one of like seven people who even know what that is. I would like to see Io added as a scripting language in Unity, just to see how it would work.

I used blended for what little 3D modelling I did. I’ve never been good at Blender. I don’t think I’ll ever be any good at blender. It just intimidates me so. Yet, I managed to produce a somewhat acceptable spaceship model.

I used paint.NET for my images, because photoshop is a rediculous price and I’m vemhently against piracy. I used a method I invented for creating cool looking images, in which I create some pixel art and then scale it up bicubically. This doesn’t work for many things, but it does make really cool looking fire.

Finally, and I think this is kind of cool, one of the fonts I used in my game was made by Tom7, who has also entered the compo.

 

Regrets:

Due to time constraints, there was no sound whatsoever in my game. Clearly, something to rectify in the Post-Compo release.

You start to lose control over your ship after going through a black hole or collecting an orb. This gets progressively worse as you continue. I know exactly what causes this and will fix it post-compo.

The code is full of hacks (Due to a problem with the rotation of my models after importing them from Blender, I had to use “transform.right * -1” in place of “transform.forward”).

Even though this was my first “full” game with polygonal graphics, I did not manage to include the phrase “Strong Bad is on point”.