{"author_name":"SuperDisk","cat":"LD #26","comments":[],"epoch":1368369480,"likes":0,"metadata":{"p_key":"42646","p_author":"SuperDisk","p_authorkey":"11035","p_urlkey":"78281","p_title":"DigQuest Post Mortem thing","p_cat":"LD #26","p_event":"LD26","p_time":"1368369480","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"11035","us_name":"SuperDisk","us_username":"superdisk","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=11035\"><img class=\"aligncenter\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/233892\/11035-shot2.png\" alt=\"\" width=\"640\" height=\"480\" \/><\/a><\/p>\n <p style=\"text-align: center\">Post Mortem<\/p>\n <p>Duran came over. Theme came out. We hated it. Went downstairs and started brainstorming on a piece of paper aptly titled:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/05\/12\/digquest-post-mortem-thing\/games-2\/\" rel=\"attachment wp-att-258370\"><img class=\"alignnone size-full wp-image-258370\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/games.png\" alt=\"games\" width=\"205\" height=\"93\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>Gaem 1:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/05\/12\/digquest-post-mortem-thing\/mario-3\/\" rel=\"attachment wp-att-258372\"><img class=\"alignnone size-full wp-image-258372\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/mario.png\" alt=\"mario\" width=\"224\" height=\"379\" \/><\/a><\/p>\n <p>Evolving-through-the-ages game where you&#8217;d start out at pong or breakout, then when the ball leaves the ceiling mario would jump out the other end, representing the transition through video game ages. It would end up at some sort of shooter, I suppose, as that&#8217;s what we&#8217;re at now.<\/p>\n <p>&nbsp;<\/p>\n <p>Gaem 2:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/05\/12\/digquest-post-mortem-thing\/realpong\/\" rel=\"attachment wp-att-258373\"><img class=\"alignnone size-full wp-image-258373\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/realpong.png\" alt=\"realpong\" width=\"307\" height=\"320\" \/><\/a><\/p>\n <p>PowerPong: Some sort of MMO pong game that would include a ton of wacky objects like giant chomping heads and blocks for your paddle to place. It would also take place in space&#8230; This game was more of a big &#8220;screw this&#8221; to the hated minimalism theme. Good thing it didn&#8217;t get chosen, I guess.<\/p>\n <p>&nbsp;<\/p>\n <p>Gaem 3:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/05\/12\/digquest-post-mortem-thing\/pong-2\/\" rel=\"attachment wp-att-258375\"><img class=\"alignnone size-full wp-image-258375\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/pong.png\" alt=\"pong\" width=\"193\" height=\"116\" \/><\/a><\/p>\n <p>Portal knockoff: Some Portal game. Eventually ditched, as it was too unoriginal.<\/p>\n <p>&nbsp;<\/p>\n <p>Gaem 4:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/05\/12\/digquest-post-mortem-thing\/richard\/\" rel=\"attachment wp-att-258379\"><img class=\"alignnone size-full wp-image-258379\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/richard.png\" alt=\"richard\" width=\"154\" height=\"157\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>This looks familiar. Duran drew this one: it&#8217;s an ASCII guy holding a pickaxe and wearing a miner&#8217;s hat. This was actually a continuation of an older idea by me in which you&#8217;d try to survive in a canyon while finding out what&#8217;s at the core of the Earth (by digging and stuff)<\/p>\n <p>Then, this mockup was drawn:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2013\/05\/12\/digquest-post-mortem-thing\/digquest\/\" rel=\"attachment wp-att-258383\"><img class=\"alignnone size-full wp-image-258383\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/digquest.png\" alt=\"digquest\" width=\"272\" height=\"178\" \/><br \/>\n <\/a><\/p>\n <p>&nbsp;<\/p>\n <p>We settled for it, headed upstairs and began working. And by working, I mean jacking around. We sat around kinda doing nothing for a little bit, then our first plan of action: download a character set of ASCII characters so we could actually start making the game. This proved troublesome; finding an ASCII charset in BMP\u00a0or\u00a0PNG\u00a0form was INCREDIBLY hard. We eventually found one on a Dwarf Fortress site somewhere, and split it with this fantastic tool:\u00a0<a href=\"http:\/\/www.mfgg.net\/index.php?act=resdb&amp;param=02&amp;c=6&amp;id=8921\">http:\/\/www.mfgg.net\/index.php?act=resdb&amp;param=02&amp;c=6&amp;id=8921<\/a><\/p>\n <p>We made our main character, named him Richard, and got the basic engine going within the first day. We slept, then resumed progress the next day, and that&#8217;s where the &#8220;good and bad&#8221; comes in.<\/p>\n <p>&nbsp;<\/p>\n <p style=\"text-align: center\">The good<\/p>\n <ul>\n <li>ASCII characters made it fantastically easy to make good art! Most enemies are just a simple character, and the final boss and some other stuff was drawn in Asiekierka\/GreaseMonkey&#8217;s <a href=\"http:\/\/game.asiekierka.pl\/\">64pixels game<\/a>. It doubles as a nice ASCII art editor, but also a fun game.<\/li>\n <li>MMF2 was a great tool, and surprisingly managed to handle all of the diggable ASCII tiles without any lag. Yay.<\/li>\n <li>We made the final boss first, before any levels. That way, the rest of our time could be devoted to just making levels so we could just stop at any time and still have a complete game with a beginning, middle and end.<\/li>\n <li>Exported as Flash, so everyone has easier access (no downloads) and the Linux and Macintosh users can play too.<\/li>\n <li>Charles Flint&#8217;s animations look great.<\/li>\n <li>Hidden story was cool<\/li>\n <li>We also included THE MOST GLORIOUS TREASURE OF ALL! And I won&#8217;t tell you what it is! (it&#8217;s really secret)<\/li>\n <\/ul>\n <p style=\"text-align: center\">The bad<\/p>\n <ul>\n <li><span style=\"line-height: 13px\">Game was really hard. Anyone that&#8217;s played it so far hasn&#8217;t beaten it (except for one, who was invincible from a bug)<\/span><\/li>\n <li>For some reason, we just decided to make \u00a0you restart at the title screen if you die at all, so you&#8217;ve got to have some extreme perseverance if you want to see the ending.<\/li>\n <li>There were some buggles in the Flash version, but I patched them.<\/li>\n <li>One of the hidden signs isn&#8217;t hidden. Not that big of a deal, but eh.<\/li>\n <li>Enemies kind of ramped up difficulty into crazytown once you get to the Dark Zone. Everything was kind of a deathtrap if you didn&#8217;t avoid it.<\/li>\n <li>Enemy hitboxes required you to actually click on them (you can&#8217;t hold your mouse down on them) contrary to the blocks, so most people can&#8217;t figure out how to kill them.<\/li>\n <li>The blocks can be held down the mouse button on, but everyone likes to just click them for some reason.<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <p>Overall, we&#8217;re both incredibly happy with the result, and it might be our best game yet. Happy Luduming, everyone.<\/p>\n <p>&nbsp;<\/p>\n <p style=\"text-align: center\"><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=11035\">Rate it here<\/a><\/p>","time":"May 12th, 2013 9:38 am","title":"DigQuest Post Mortem thing"}