{"author_name":"Bluebutton","cat":"LD #26","comments":[],"epoch":1367262960,"likes":1,"metadata":{"p_key":"43179","p_author":"Bluebutton","p_authorkey":"22708","p_urlkey":"78815","p_title":"the pretentious apple \u2013 post mortem","p_cat":"LD #26","p_event":"LD26","p_time":"1367262960","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"22708","us_name":"Bluebutton","us_username":"bluebutton","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p><img class=\"alignnone\" alt=\"\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/apple11-300x168.png\" width=\"300\" height=\"168\" \/><\/p>\n <p>What went right:<\/p>\n <ul>\n <li>The controls, generally worked well once you got the hang of it.<\/li>\n <li>The idea generation\/workflow went through many different iterations before I arrived at the final idea. The original concept was extremely different.<\/li>\n <li>Art, I use a total of 5 textures in the entire game (1 apple, 2 paper, 1 paper with mouse diagram,picnic table) and the results were pretty good.<\/li>\n <li>Knives, they were a fairly last minute addition and had a large impact on the enjoyability.<\/li>\n <\/ul>\n <p>What went wrong:<\/p>\n <ul>\n <li>Level design was time consuming and prone to error.<\/li>\n <li>Some levels are still way too difficult.<\/li>\n <li>Physics in Unity aren&#8217;t as robust as I would&#8217;ve liked, some levels suffered due to this.<\/li>\n <li>Creating the rotating pieces was a surprisingly complex and cumbersome process, each piece has a carefully crafted triggerbox that encompasses every element, when elements overlap this was particularly challenging.<\/li>\n <\/ul>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=22708\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=22708<\/a><\/p>","time":"April 29th, 2013 2:16 pm","title":"the pretentious apple \u2013 post mortem"}