dotLife Postmortem
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=17724
I had a pretty relaxed time making this game for the most part! This entry turned out alright and I feel happy about it.
Theme
Thanks to the theme I learned a lot about minimalism! There really isn’t so much a category for minimalism in art, music, etc. In art, it seems to take from other forms, mostly from abstraction. It really is just a lifestyle. At least that’s the conclusion I made. It seems similar to buddhism, but not exactly.
Development Summary
Post-screen FXs
I wanted to do something neat for the visuals to add that extra immersion in the game since I’m gunning for an adventure sort thing. First I wanted to try to refrain from using what Unity 3D provides and roll out my own. I’ve coded shaders before, but that was such a long time ago that I’ve nearly forgotten the bizarre conventions it has. So I tried to convert my old bloom effect to cg and things blew up left and right. Compile errors for shaders are never helpful.
What I got working though are two things: color quantization and de-resolutionizer. The color quantization basically just lowers the resolution of each color channel with a given value. For this game, I basically set it to 8 colors. De-resolutionizer just gets the center pixel of each row and column based on a given x and y dimension. This is an effect you see a lot back in the Super Nintendo days.
The rest of the effects are pulled from Unity: Bloom and noise effect.
Mixing both bloom and color quantization gave that nice effect. I had fun just moving around the level seeing the colors mix in an interesting way.
Flocking/Boids
I’ve coded this a while ago and I decided I want to try it out and see if it turns into some sort of interesting game mechanic. Turned out to be a big pain. Flocking is actually not that bad to implement. The difficulty is making it behave right and, like anything physics related, tweaking it. Between post-screen effect and this was pretty much my entire Friday night and early Saturday.
The game took a different direction when I didn’t have time to further work on the flocking. I actually wanted it so that you sort of herd triangles around and avoid other flocks, in this case, the squares. I played around with it and never got anything solid. The squares still use them though.
Level Creation
Levels are mostly comprised of: 2 types of square, a triangle, 3 spikey things, and a roundish-polygon. It got a little tedious tweaking the levels since I manually placed those things and wasn’t really grouping and organizing them. That’s my bad. As a result, I manage to only make a hub level and 3 other ones.
The flower is made the same way. I basically just drew different pieces and just placed them together. I wanted to make each one unique, but I never got enough time, so it was mostly copy/pasted.
Music
My favorite composer, the cgMusic comes back for this one. This time though, with the added bonus of: http://solmire.com/ Having the right sound-font to converting a midi makes a huge difference!
Everything Else
Some of the code I used in the game were pulled from my collection of Unity core scripts. Some of those are such a time-saver. Things like: dealing with input, changing scenes, saving game states.
Fun Facts
Compared to my old postmortem entry, only a few energy drinks were consumed for the entire time. And I got to sleep!
Tags: LD#26, post-mortem, unity, unity3d
