{"author_name":"noKid","cat":"LD #25","comments":[],"epoch":1355778420,"likes":1,"metadata":{"p_key":"47625","p_author":"noKid","p_authorkey":"18804","p_urlkey":"83290","p_title":"When things go no that wrong","p_cat":"LD #25","p_event":"LD25","p_time":"1355778420","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"18804","us_name":"noKid","us_username":"nokid","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>With a day spend away from the making of the game, feedback, and a clear mind, I can share some thoughts about Cube Infection.<\/p>\n <p>On the one hand, the gameplay is a bit hard to understand. That can make the whole game boring &#8217;cause you don&#8217;t &#8220;get it&#8221;. Rules not clear enough, timing-based gameplay, with flashy lights everywhere, make the game a bit tricky at first.<\/p>\n <p>This is the result of two bad moves :<\/p>\n <p>As I was aware of my lacks in graphics and audio, I may have focus too much on them. I never made a game before, even a tiny one. I was quite disappointed when I saw the theme, thinking -&#8220;Oh no, being a villain usually is good for monsters or humans. Meaning I&#8217;m gonna have to draw&#8230;&#8221;. A bit simplistic, but when you only have 48h, I think you need to quickly pick a global guideline. In my case, instead of thinking &#8220;I want a cute little entity to eat all its siblings and evolve into a big badaboom badass monster&#8221;, I was more like &#8220;You know&#8230;I can draw squares and circles !&#8221;. And we&#8217;ll see later what can be done with it. <strong>-Meep-<\/strong>, bad idea. Some talented people can combine good visuals and creative mind, not me !<\/p>\n <p>The second follows the first. With no global guidelines in mind, I was switching ideas almost every 15 minutes. Writing some a function for an idea, a class for another, etc..I ended up with a randomly generated grid, some squares, some links between them, money, explosions. Cool stuff for sure, but that does not make a game. The gameplay you have now is a sum of some ideas that came in my mind across the whol week-end, not a real gameplay thought from the beginning, as a whole one.<\/p>\n <p>From the other hand, this leads me to what I consider to be cool visuals and music. And I was pleasantly surprised of that. Because of my gameplay problem, I have not been able to give alphas and betas on IRC. I began only with colored squares, then found a cool Photoshop tuto to make space backgrounds (<a href=\"http:\/\/vainsfaktory.com\/2009\/01\/28\/tuto-creer-un-fond-etoile-realiste%E2%80%A6\/\">Here, french<\/a>). I was then able to give the game an identity. Flashy lights would give a great combo, along with a punchy music. (To be honnest, I now found the music to be a bit too fast !)<\/p>\n <p>To sum up, I&#8217;d like to say that I was facing a situation were my strengths and weaknesses were just reverted <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>Of course, some little (huge ?) other mistakes were done during these two days, like beginning without testing my environnement (I lost one hour recompiling SFML from scratch&#8230;), or not testing the game on other PCs until the very end. But everything went really well, and I&#8217;m proud of my first Ludum Dare. I hope to be here next time.<\/p>\n <p>The IRC channel was really motivating, and I want to thanks everyone that was there for the great mood !<\/p>\n <p>See you.<\/p>","time":"December 17th, 2012 4:07 pm","title":"When things go no that wrong"}