{"author_name":"@SamPotasz","cat":"LD #26","comments":[],"epoch":1367755620,"likes":0,"metadata":{"p_key":"42717","p_author":"@SamPotasz","p_authorkey":"21972","p_urlkey":"78352","p_title":"Click, Relase 30 Mintue Design Postmortem","p_cat":"LD #26","p_event":"LD26","p_time":"1367755620","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"21972","us_name":"@SamPotasz","us_username":"sampotasz","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p><em>[Cross posted from my blog over here: <a href=\"http:\/\/www.sampotasz.com\/blog\/clickreleasedesign\/\">http:\/\/www.sampotasz.com\/blog\/clickreleasedesign\/<\/a>]<\/em><br \/>\n <em><\/em><\/p>\n <p>In the spirit of making a game in only 48 hours, I&#8217;m giving myself 30 whole minutes to write this postmortem. Make more things, deadlines spur action, yadda yadda yadda.<\/p>\n <p><img alt=\"\" src=\"https:\/\/encrypted-tbn0.gstatic.com\/images?q=tbn:ANd9GcRHPOYuRByGv0Clo-3y90ndFdPGhGC8wlhUSvtVWf0Vofx0gBAV\" width=\"329\" height=\"153\" \/><\/p>\n <p>I&#8217;m really pleased with and proud of how <a title=\"my game\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=21972\" target=\"_blank\">my game<\/a> turned out. There are a few things that I&#8217;d change if I had the chance to do it over again, but they are far outweighed in my mind by what actually went right! And in a game-jam-first for me, these positives are not just &#8220;Hey, I made something and it&#8217;s finished and you can play it w\/out it crashing!&#8221; Artistically, I actually like what I made <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>So, before focusing too much on the product, I want to look a little bit at the process that got me there. As you may know, the theme for the competition was &#8220;Minimalism.&#8221; I was excited by this theme because it was abstract and didn&#8217;t seem too limiting. Immediately after the theme was announced I did some quick googling for inspiration. MoMa and <a href=\"http:\/\/www.theartstory.org\/movement-minimalism.htm\" target=\"_blank\">this page<\/a> had some good information and a few things stuck out for me. I loved the phrase, <strong>&#8220;<em>the Minimalists attempted to avoid metaphorical associations, symbolism, and suggestions of spiritual transcendence.&#8221;<\/em><\/strong><em>\u00a0<\/em>To me, this had echoes of Eric Zimmerman&#8217;s &#8220;Let the games be games&#8221; mentality, and I liked that idea. I wanted to make a game that wasn&#8217;t <em>about<\/em> anything per se, but rather had <em>the feel<\/em> of minimalism.<\/p>\n <p><img alt=\"\" src=\"https:\/\/encrypted-tbn3.gstatic.com\/images?q=tbn:ANd9GcT-JfsbZtpNvYKlx1ELfSKAAkGol4OC0aT2q2fgthikDF3qX8IH\" width=\"258\" height=\"195\" \/><\/p>\n <p>To this end, I looked for minimalist art that I liked, and was immediately drawn to <a href=\"https:\/\/www.google.com\/search?hl=en&amp;q=donald+judd&amp;um=1&amp;ie=UTF-8&amp;tbm=isch&amp;source=og&amp;sa=N&amp;tab=wi&amp;ei=f2CGUcjRCYX49QTX5oH4Aw&amp;biw=1600&amp;bih=727&amp;sei=gmCGUZ3sBYrY9ASii4CwBw\" target=\"_blank\">Donald Judd<\/a>, Sol Lewitt, and Carl Andre. I looked and tried to pay attention to how I felt while looking at their pieces (<em>Ed Note: Ugh. Too ushy gushy).<\/em> I loved the way they drew me in &#8211; I wasn&#8217;t exactly sure what was going on and I wanted to explore them. I was a little confused, and definitely intrigued. I felt some hidden logic guiding the pieces, but was unsure about its exact rules.<\/p>\n <p>To me, this was all great fodder for a game. I immediately had in my head some interactive piece that is somehow very exploratory. I wanted the user to not be quite sure what was going on when the game started but be drawn in to look further. I wanted a feeling of slight perplexity while playing.<\/p>\n <p>My first idea was for the play to take place on a field of hidden &#8220;magnetic&#8221; forces. You would be able to see how they pushed and pulled you, but you would not be able to see them directly. The game would not present itself to you &#8211; you had to go out and find it. However, when built out, the invisibility turned out to be completely too obtuse for my liking. I made the fields somewhat visible and the game felt a million times better.<\/p>\n <p><a href=\"http:\/\/www.sampotasz.com\/blog\/wp-content\/uploads\/2013\/05\/level-2.png.png\"><img alt=\"level 2.png\" src=\"http:\/\/www.sampotasz.com\/blog\/wp-content\/uploads\/2013\/05\/level-2.png.png\" width=\"400\" height=\"400\" \/><\/a><\/p>\n <p>On the non-feelings side of things, I also wanted to mirror the repetition that I loved in a lot of the pieces. Variations on a theme. This is where the multiple rooms in the game come into play. Each one introduces a slightly different take on the basic click, release mechanic while still staying very much the same. Additionally, with each variation, I think it enhances the &#8220;what exactly is going on?&#8221; feeling that I was striving for.<\/p>\n <p>I feel happy with how I captured the mood that I was going for. I think the exploratory aspect of the game works really well, and I&#8217;m extremely pleased to see that the game that it is having its desired effect on players. One commenter summed it up rather perfectly for me:<\/p>\n <p>&#8220;I don&#8217;t really understand purpose, meaning and what you really wanted to express. Nonetheless, the experience was engaging.<br \/>\n I must confess I did not finish the game but I played it for quite a while. There were times I got myself just playing around with the sounds.<br \/>\n Cool!&#8221;<\/p>\n <p>And now, I urge you to <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=21972\" target=\"_blank\">go experience it for yourself!<\/a><\/p>","time":"May 5th, 2013 7:07 am","title":"Click, Relase 30 Mintue Design Postmortem"}