{"author_name":"LPGhatguy","cat":"LD #26","comments":[],"epoch":1368727620,"likes":0,"metadata":{"p_key":"42597","p_author":"LPGhatguy","p_authorkey":"14296","p_urlkey":"78232","p_title":"JOHN \u2013 Postmortem","p_cat":"LD #26","p_event":"LD26","p_time":"1368727620","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"14296","us_name":"LPGhatguy","us_username":"lpghatguy","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p>This is a postmortem about my <b>l\u00f6vely<\/b> game, JOHN, which you can play right <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=14296\">here<\/a>. If you haven&#8217;t played the game yet, this contains <b>spoilers<\/b> and the game takes around 2 minutes to complete, so go play it.<\/p>\n <p>I&#8217;m rather happy with my game overall my third time around, though it is by no means a happy game.<\/p>\n <p>JOHN is a game about being in a perpetual nightmare, and for being a game about eternity, it is exceptionally short. I was in a very similar mood as I was when I made my Ludum Dare #24 game, <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?uid=14296\">UNBOUND<\/a>. The mechanics are very similar, the tile loading scheme is nearly the same, and the aesthetic is obviously from the same mind.<\/p>\n <p>I began Ludum Dare on a stream on TwitchTV for the first while with my friend Brandon, known by lots of different aliases in lots of different places. It was fun, but I eventually turned off the stream on the second day because I wasn&#8217;t feeling great. That&#8217;s when I got most of my progress done.\n <\/p>\n <h2 style=\"font-size:300%\">Walkthrough of Authoring<\/h2>\n <p><\/p>\n <h2>Day 1\/3 &#8212; A Plan? No.<\/h2>\n <p>\n On my first day, I got nothing done. I was still on stream throwing ideas out with Brandon, but none of them felt like they were any good. With the theme of minimalism, you could make <i>anything<\/i>, but I didn&#8217;t want to make anything, I wanted to make something special. I patched up a couple pieces of my game engine and went to bed early with nothing in mind to make.<\/p>\n <p>It was then that I had a lovely nightmare-type dream that gave me the idea for the basis of the game. You would play as a character named John, and you would be trapped in a world that was inherently hostile, yet resembled something you once knew. I was excited to get working on it when I woke up really early, but I needed more sleep, so I went back to bed and woke up a little while later.<\/p>\n <h2>Day 2\/3 &#8212; It begins.<\/h2>\n <p>This was the day where everything began to click. I developed a character with rather bright colors who resembled very heavily first version of the character from UNBOUND &#8212; you were top-down and were wearing a hat. I dropped the hat in UNBOUND, but kept it for some amount of depth in the character for JOHN. I made a couple animation frames and rigged together an animation system with some amount of character movement. This time around, I&#8217;d be rooting the sound engine within each of my game components so that I didn&#8217;t have to make too much artificial ambiance.<\/p>\n <p>The character ended up something like this:\n <\/p>\n <h3><a href=\"http:\/\/www.youtube.com\/watch?v=s08eO4IN62g\" target=\"__blank\">Character Progress (video)<\/a><\/h3>\n <p>\n By this time, I had figured out that I wanted the world to be a dream. You would then wake up into foreign world that would be revealed to be a dream. I implemented collision, a finalized map format, and a couple triggers in a special system. I drafted out the early version of the early &#8220;prologue&#8221; level which would span around 15 seconds on a standard playthrough, made another video, and published it.\n <\/p>\n <h3><a href=\"http:\/\/www.youtube.com\/watch?v=10CLkjX3nWE\" target=\"__blank\">Super Early Gameplay Video (video)<\/a><\/h3>\n <p>\n After the first level, I took a little bit more time and put together a bunch of tiles and sounds. I made title music, experimented with directional sound a bit, and finished a fader queue system that never did work right, which got some complaints in the reviews. I drew some sort of title screen too!\n <\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/title_screen.png\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/title_screen-550x412.png\" alt=\"title_screen\" width=\"550\" height=\"412\" class=\"alignnone size-large wp-image-259172\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/title_screen-300x225.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/title_screen-550x412.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/title_screen.png 1024w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>\n I made something hostile in this game, which was something many people were complaining about in UNBOUND &#8212; there was tension, but nothing actually <i>out to get you.<\/i> I ended up with my lovely shadow demon:\n <\/p>\n <h3><a href=\"http:\/\/www.youtube.com\/watch?v=zXjphOTuS8E\" target=\"__blank\">Shadow Demon (Rough) (video)<\/a><\/h3>\n <p>\n After making that good gameplay element (which would only appear twice in the whole game) I decided to hit the hay for the second time.<\/p>\n <p><h2>Day 3\/3 &#8212; Finish! Polish! Publish!<\/h2>\n <p>\n The third day consisted of finishing up the game, adding an ending, and fixing a couple sounds. My TODO list from the day reads the following:<\/p>\n <ul>\n <li>Make Shadow Demon pretty<\/li>\n <li>shadow_scream.ogg<\/li>\n <li>Third Level<\/li>\n <li>Fourth Level<\/li>\n <li>tunnel_ambient.ogg<\/li>\n <li>tunnel_cue.ogg<\/li>\n <li>Atmospheric glow<\/li>\n <li>Make wall scratching scary<\/li>\n <li>VICTORY<\/li>\n <\/ul>\n <p>And so I did everything on that list (though I changed the shadow scream to more of a non-human screech thing) and made existing assets a little bit prettier, about as well as I could given my lack of art skills.<\/p>\n <p>I uploaded a video of my third level before moving onto the fourth and final level to demonstrate to some friends what sort of progress I had made with everything.<\/p>\n <h3><a href=\"http:\/\/www.youtube.com\/watch?v=lTTytZDU35o\" target=\"__blank\">JOHN &#8211; Progress! (video)<\/a><\/h3>\n <p>I sent the game to a few good friends for a little bit of testing. The feedback was mostly positive, except that the game was really short. It was really short. I fixed a couple game-breaking bugs, and uploaded my entry with a couple hours to spare.<\/p>\n <p>I went to bed some hours later after playing a few games and promoting my game on a couple of those streams.<\/p>\n <h2 style=\"font-size:300%\">General reflection<\/h2>\n <p>\n Unlike Ludum Dare #25, I&#8217;m not sure I had what I&#8217;d call &#8220;fun&#8221; with Ludum Dare 26. I&#8217;m happy with what I produced, certainly, and it was a great relief to pour my emotions into a game like this. Going into the competition, I felt depressed and terrible, but coming out of it, I felt quite a bit better. It didn&#8217;t last, but it was still a great break from the bleakness I had been living in.<\/p>\n <p>My biggest issue in the ratings is going to be the length of the game. I personally feel like it is a &#8220;Ludum Dare size&#8221; game, as people must remember that there are over a thousand other games left to rate after my game, and I&#8217;d rather not take up all that time with a long story of pure anguish.<\/p>\n <p>I&#8217;d love to do a write-up of the level format I wrote specifically for JOHN, so keep a lookout for that, as it&#8217;s a rather efficient format overall with relatively good results.<\/p>\n <p>Thanks for your time.<\/p>","time":"May 16th, 2013 1:07 pm","title":"JOHN \u2013 Postmortem"}