{"author_name":"lanz","cat":"LD #26","comments":[],"epoch":1367493060,"likes":1,"metadata":{"p_key":"42825","p_author":"lanz","p_authorkey":"20549","p_urlkey":"78460","p_title":"Maxwell Rush PRO!","p_cat":"LD #26","p_event":"LD26","p_time":"1367493060","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"20549","us_name":"lanz","us_username":"lanz","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p>Thank you all for voting and kind comments! .) Special for you here are POST-release version.Rate <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=20549\" title=\"main entry\">main entry<\/a>, then be free to play <a href=\"https:\/\/dl.dropboxusercontent.com\/u\/14254457\/Maxwell%20rush%20Pro.zip\" title=\"post-release\">post-release<\/a>. It is ALOT easier, you can control demon with mouse(&#8220;new-age modern&#8221;) or with keys (&#8220;old-school hardcore&#8221;), also when you die, you restart at the level you died.<\/p>\n <p>Here&#8217;s little post-mortem.<\/p>\n <p><strong>What went right.<\/strong><\/p>\n <p>Timing. I did realistic estimations how much can I do in 48 hours. \u00a0Tried to keep it minimal, preferred hard-coding to soft-coding and sticked to the plan. It turned out well and I had spare time to add few features.<br \/>\n Using Box2D. It saved a lot of time with it&#8217;s pre-baked collisions and physics.<br \/>\n Had slept well. And it has a great boost on my productivity.<br \/>\n Using png images. At first my idea was to use Qt vector graphics, but I discarded this idea early and it greatly simplified content pipeline.<br \/>\n Community! I was afraid and insecure about my first entry, but got really positive comments. Thank you guys, you are great!<\/p>\n <p>&nbsp;<\/p>\n <p><strong>What went wrong.<\/strong><br \/>\n Ui. It was a last thing to add, and integration of the level switching and different ui screens and buttons was a great hack. I wish I thought of it in the beginning.<br \/>\n Not many levels. I haven&#8217;t done level editor and hard-coded levels. With editor and level-switching framework it would be possible to add more content.<br \/>\n Game mechanics. In the beginning my idea was to use only demon&#8217;s impulse to slow down molecules. After first play-tests it became obvious that it was way to hardcore, so I was forced to rethink mechanics and to add the force-field.<br \/>\n Lack of design. You know, learning curves, difficulty progression, that kind of stuff I completely overlooked.<\/p>\n <p>Well, It was great experience and I hope you had fun playing my game!<br \/>\n Thanks to ludum dare staff for their hard work, and to thousands of creative artists, developers and simply good guys out there!<\/p>","time":"May 2nd, 2013 6:11 am","title":"Maxwell Rush PRO!"}