{"author_name":"xgeovanni","cat":"LD #27","comments":[],"epoch":1377766680,"likes":1,"metadata":{"p_key":"38107","p_author":"xgeovanni","p_authorkey":"11296","p_urlkey":"73723","p_title":"10 Parsecs Post-Mortem.","p_cat":"LD #27","p_event":"LD27","p_time":"1377766680","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"11296","us_name":"xgeovanni","us_username":"xgeovanni","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>Last weekend, I made a game. This game was called <em><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=11296\">10 Parsecs<\/a><\/em>. (Because a parsec is the parallax of one arc<span style=\"text-decoration: underline\">second<\/span>).<\/p>\n <p>This was my third time entering the compo. The first two times I did &#8220;kinda okay&#8221;. This time, I&#8217;ve decided, was a rousing success. At the time of writing, \u00a0I&#8217;ve had three requests for a post-compo version and one piece of <a href=\"http:\/\/oi43.tinypic.com\/2ugf95l.jpg\">fanart<\/a>\u00a0from <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=17283\">this guy<\/a>\u00a0(which would imply that I also have a fan). This is quite clearly awesome.<\/p>\n <p>&nbsp;<\/p>\n <p><strong><span style=\"text-decoration: underline\">Musings:<\/span><\/strong><\/p>\n <p>This was the first time using Unity for the Ludum Dare. I already knew it quite well thanks to a <em>super secret<\/em> ongoing project I&#8217;ve been working on, and because of <a href=\"http:\/\/www.youtube.com\/user\/quill18creates\">Quill18&#8217;s tutorials<\/a>. I didn&#8217;t write any of my scripts in Boo even though I&#8217;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.<\/p>\n <p>I used blended for what little 3D modelling I did. I&#8217;ve never been good at Blender. I don&#8217;t think I&#8217;ll ever be any good at blender. It just intimidates me so. Yet, I managed to produce a somewhat acceptable <a href=\"https:\/\/sketchfab.com\/show\/4610ca049aea486d9f78103586de1c85\">spaceship model<\/a>.<\/p>\n <p>I used paint.NET for my images, because photoshop is a rediculous price and I&#8217;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&#8217;t work for many things, but it does make really cool looking fire.<\/p>\n <p>Finally, and I think this is kind of cool, one of the fonts I used in my game was made by <a href=\"http:\/\/fonts.tom7.com\/\">Tom7<\/a>, who has also <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=1984\">entered the compo<\/a>.<\/p>\n <p>&nbsp;<\/p>\n <p><span style=\"text-decoration: underline\"><strong>Regrets:<\/strong><\/span><\/p>\n <p>Due to time constraints, there was no sound whatsoever in my game. Clearly, something to rectify in the Post-Compo release.<\/p>\n <p>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.<\/p>\n <p>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 &#8220;transform.right * -1&#8221; in place of &#8220;transform.forward&#8221;).<\/p>\n <p>Even though this was my first &#8220;full&#8221; game with polygonal graphics, I did not manage to include the phrase &#8220;Strong Bad is on point&#8221;.<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>","time":"August 29th, 2013 3:58 am","title":"10 Parsecs Post-Mortem."}