{"author_name":"supermaximo93","cat":"LD #25","comments":[],"epoch":1355729160,"likes":1,"metadata":{"p_key":"47764","p_author":"supermaximo93","p_authorkey":"4920","p_urlkey":"83429","p_title":"Airship Infiltration: Post-mortem","p_cat":"LD #25","p_event":"LD25","p_time":"1355729160","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"4920","us_name":"supermaximo93","us_username":"supermaximo93","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Airship Infiltration is a steampunky game where you have to generically break into a base of some sort (in this case, an airship) and wreak havoc.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-25\/?action=preview&amp;uid=4920\" target=\"_blank\">You can play the game here!<\/a><\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/16\/finally-submitted\/supermaximo93_screen1\/\" rel=\"attachment wp-att-211722\"><img class=\"alignnone size-large wp-image-211722\" alt=\"supermaximo93_screen1\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/supermaximo93_screen1-550x374.png\" width=\"550\" height=\"374\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/supermaximo93_screen1-300x204.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/supermaximo93_screen1-550x374.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/supermaximo93_screen1.png 1473w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>What went right:<\/p>\n <ul>\n <li><strong>Engine<\/strong>: Impact JS is a fantastic engine. Really easy to use, powerful and had everything I needed. It&#8217;s also really easy to extend if you want to add or change a bit of functionality. The level editor isn&#8217;t. perfect but it&#8217;s still really useful. So glad I used this instead of Flixel.<\/li>\n <li><strong>Gameplay<\/strong>: The gameplay is what I wanted&#8230; Nothing more to say. I&#8217;m sure there&#8217;s more scope for interesting puzzles though, as opposed to just running\/hacking\/shooting (but it could easily just turn into a Stealth Bastard clone if I&#8217;m not careful).<\/li>\n <li><strong>Sprites<\/strong>: The sprites look pretty good I think. Admittedly I did have to do some tracing to get the player and guard animations looking nice, but if I didn&#8217;t then&#8230; Well, they would be terrible \ud83d\ude1b<\/li>\n <li><strong>Intro\/Outro<\/strong><strong>\u00a0sequences<\/strong>: They&#8217;re basic but it&#8217;s exactly what I had in my head!<\/li>\n <\/ul>\n <p>What went wrong:<\/p>\n <ul>\n <li><strong>Levels<\/strong>: I didn&#8217;t have enough time for levels. The three that are in the game now are very basic.<\/li>\n <li><strong>Sprites<\/strong>: They took a long time. The player and guard sprites took nearly an hour each to do. I don&#8217;t know how. Also, my tilemaps barely got used. I didn&#8217;t have time to flesh out the levels with decent scenery, which is a shame because Impact has a nice parallax background system for backgrounds.<\/li>\n <li><strong>Music<\/strong>: When I fired up FL Studio I found out that my chiptune VSTs weren&#8217;t there. They were on my old laptop (long gone) instead of my new PC, so I had to find and download them again. Also, I&#8217;m not good at making villainous chiptune music (unless it&#8217;s disco villainous chiptune music, but that didn&#8217;t fit).<\/li>\n <li><strong>Pointless features<\/strong>:\u00a0There&#8217;s a &#8216;Gold&#8217; entity that I coded that you can collect, and then when you die you drop it all. I don&#8217;t know why it&#8217;s there, and it isn&#8217;t even in any of the levels&#8230; It&#8217;s just dead code.<\/li>\n <li><b>Testing<\/b>: I didn&#8217;t do any testing on other computers. The game is HTML5\/Javascript, so it&#8217;ll work on all decent browsers, but I don&#8217;t know how well it will run&#8230; Testing on a high end Macbook isn&#8217;t particularly informative.<\/li>\n <li><strong>Timing<\/strong>: I wasn&#8217;t able to get started until the mid afternoon I had to work right up til the deadline (which was 2AM for me).<\/li>\n <\/ul>\n <p>I might work on it some more this week &#8211; make more levels, fix bugs, polish, etc. Then I&#8217;ll post it up for you all to have a look at (but not to rate, obviously!)<\/p>\n <p>I also hope to rate and comment on as many games as possible! The last few times I&#8217;ve been slacking &#8211; but this time I really want to put in the effort.<\/p>","time":"December 17th, 2012 2:26 am","title":"Airship Infiltration: Post-mortem"}