{"author_name":"TheColorMan","cat":"LD #26","comments":[],"epoch":1367435760,"likes":0,"metadata":{"p_key":"42859","p_author":"TheColorMan","p_authorkey":"20438","p_urlkey":"78494","p_title":"How I felt my first LD went.","p_cat":"LD #26","p_event":"LD26","p_time":"1367435760","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"20438","us_name":"TheColorMan","us_username":"thecolorman","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<div id=\"attachment_254312\" style=\"width: 85px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/potato.png\"><img class=\"size-full wp-image-254312\" alt=\"Potato!\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/05\/potato.png\" width=\"75\" height=\"75\" \/><\/a><p class=\"wp-caption-text\">Potato!<\/p><\/div>\n <p>This was my first Ludum Dare 48 hour compo. Originally I was going to do a Jam with my brother, because I felt like my programming skills were not good enough to go solo. After I did two warm-up games I felt like I could do it alone, so we had a game-off to see who could get the best game. Here&#8217;s\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=20438\">my game<\/a>\u00a0and here&#8217;s\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=18002\">my brother&#8217;s game<\/a>\u00a0if you&#8217;re interested in seeing who won our game developing game-off :P.<\/p>\n <p><strong>What I liked about my game<\/strong><\/p>\n <p><strong><\/strong>&#8211; The setting<\/p>\n <p>&#8211; It&#8217;s a point and click game<\/p>\n <p>&#8211; I managed to keep the art style somewhat consistent<\/p>\n <p><strong>What I don&#8217;t like about my game<\/strong><\/p>\n <p>&#8211; Worst most wonkey controls of LD 26<\/p>\n <p>&#8211; Really short<\/p>\n <p>&#8211; The ending sucks<\/p>\n <p>I&#8217;ve always wanted to create a game that takes place in a dystopian sort of setting. I like how I tried to make the style of drawings match the setting&#8217;s urban and dystopian environment I tried to convey. When it comes to point and click games like\u00a0<a href=\"http:\/\/machinarium.net\/demo\/\">Machinarium<\/a>\u00a0or\u00a0<a href=\"http:\/\/www.thedreammachine.se\/\">The Dream Machine<\/a>\u00a0I love going through an engaging story with interesting appearance and puzzles, both of those games were obvious inspirations for my first LD game.<\/p>\n <p>When I was making the framework for my game I was just clipping away at it because I wanted lots of time to add content. As a result I made the horrible (and possibly common) mistake of not taking much time to think about what I was really implementing. This ended up with\u00a0weird\u00a0controls like the Greater than and Less than buttons being move buttons, and the U and P keys both being use buttons for very awkwardly specific things. I also found content being kind of annoying to add. I was only one person and even though it was all black and white I was trying to keep shading and whatnot consistant. I think I also made the actual act of adding content in the game way too tedious. For an example, an &#8220;Interactable door object&#8221; had over 10 arguments that were all integers and did not have a smart order to them. I found myself double checking the methods and constructors of my objects a lot to make sure I was implementing things right.<\/p>\n <p>Even though I spend almost half of my productive time drawing I didn&#8217;t end up with a whole lot of content. To make it worse I didn&#8217;t think of a real story, just a setting I wanted the player to explore and be interested in. I ended up awkwardly stapling an end to the story that I didn&#8217;t actually come up with until about 10 hours before the dare was over.\u00a0Anyways, I&#8217;m rambling a lot here, I&#8217;ll probably add a TL;DR.<\/p>\n <p><strong><\/strong><em>But Ludum Dare newbie! This was suppose to be a learning experience! wat did u lrrn?!<\/em><\/p>\n <p>Ok, I know nobody in this community acts like that, but I did learn a lot from this project. These include<\/p>\n <p>&#8211; Try to plan out the controls and user interface before implementing stuff<\/p>\n <p>&#8211; Plan your story before adding content<\/p>\n <p>&#8211; Make tools before hand to help you out. Really, I made an entire framework from scratch and it wasted a lot of time.<\/p>\n <p>&#8211; Take breaks! I spend almost 18 hours working on the LD and didn&#8217;t take game breaks or anything like that except for eating and looking at a few post on the site. I got a headache about 4 hours before the compo ended and I still was trying to finish my game.<\/p>\n <p>Despite how frustrating it was to make and how much I was\u00a0disappointing\u00a0with the result, it feels so good to make something and I&#8217;m\u00a0definitely\u00a0looking forward to the next compo! Off to play more of the community&#8217;s games!<\/p>\n <p><strong>TL;DR &#8211; I liked how the game turned out. The game ending sucks though. I should have planned the framework before making it. I underestimated how long it takes to add content. I will participate in the next LD.<\/strong><\/p>","time":"May 1st, 2013 2:16 pm","title":"How I felt my first LD went."}