{"author_name":"Axelhein","cat":"LD #25","comments":[],"epoch":1356209460,"likes":1,"metadata":{"p_key":"47386","p_author":"Axelhein","p_authorkey":"7228","p_urlkey":"83049","p_title":"Villainous Dungeons postmortem","p_cat":"LD #25","p_event":"LD25","p_time":"1356209460","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"7228","us_name":"Axelhein","us_username":"axelhein","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Last weekend i created a game called &#8220;Villainous Dungeons&#8221; for the 48h compo. You can play\/rate the game <a title=\"Villainous Dungeons\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-25\/?action=preview&amp;uid=7228\" target=\"_blank\">here<\/a>.<\/p>\n <p><strong>What went right:<\/strong><\/p>\n <ul>\n <li>Tools. I used FlashPunk to make the game. This turned out to be much more useful than i first thought it would be. I have been jamming a lot with FlashPunk over the last few months and I have become very familiar with it. This made coding stuff much faster than i first thought it would be.<\/li>\n <li>Idea. This is the first LD (that i have finished) where I had an idea for a game, where the gameplay really fit the theme. It wasn&#8217;t very hard to code either (this was why i failed the last LD). It was also an idea that i could pull off in the time that i had.<\/li>\n <li>Sound. Even though the sounds are just SFXR sounds, I think that i used sound the sound really well. A sound is played when you select a guard. Different sound play depending on weather the hero or one of the guards were hit.<\/li>\n <li>Time. I did spend the time i had quite\u00a0efficiently. I didn&#8217;t spend too much time on animation or drawing. I had a train trip on Sunday where I also got a bit done.<\/li>\n <\/ul>\n <p><strong>What went wrong:<\/strong><\/p>\n <ul>\n <li>Time. I had a few\u00a0Christmasy things to\u00a0attend over the weekend, so i barely had time to make games.<\/li>\n <li>Playtesting. The game wasn&#8217;t really playable until the very end of the compo. This meant that i couldn&#8217;t tweak the gameplay as I was making the game.<\/li>\n <li>Controls. The thing most people seem to dislike about the game is that the controls are kinda tricky. I am not really happy with them either. Even I have a hard time playing some of the levels.<\/li>\n <li>Level design. The levels were designed in the middle of the night on the last day of the compo. I was so tired that i started to feel sick\u00a0this is why there are only 4 levels in the game.<\/li>\n <li>Graphics. The graphics is are really ugly pieces of programmer art. This is\u00a0especially terrible because\u00a0\u00a0I know i can do better than that.<\/li>\n <\/ul>\n <p><strong>What i learned:<\/strong><\/p>\n <ul>\n <li>Sound. As i mentioned before I think that i used sound really well in the game. I have never really used sound as part of the game design before, but i think it worked really well.<\/li>\n <li>moveBy(). This is such a useful function and I never knew it existed until last weekend. The function moves the entity by whatever you set it to and does all of the wall-collisions for you. Before this i used a really clumsy set of for loops to do my moving\/wall-collision.<\/li>\n <li>Get it playable. Next time I do a game \u00a0jam I will focus on getting it playable fast, rather than spending a long time programming the \u00a0individual parts of the game.<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <p>Overall I am pretty happy with the game. With the amount of time I had, I am pretty amazed that i could even finish the game in time.<\/p>\n <p>Bye!<\/p>","time":"December 22nd, 2012 3:51 pm","title":"Villainous Dungeons postmortem"}