{"author_name":"Frib","cat":"LD #24","comments":[],"epoch":1347085380,"likes":3,"metadata":{"p_key":"51491","p_author":"Frib","p_authorkey":"3939","p_urlkey":"87185","p_title":"Species Hunt Post-Mortem","p_cat":"LD #24","p_event":"LD24","p_time":"1347085380","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"3939","us_name":"Frib","us_username":"frib","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/08\/species-hunt-post-mortem\/shot_8-27_10-21-25-1253-2\/\" rel=\"attachment wp-att-181755\"><img class=\"alignnone size-large wp-image-181755\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/shot_8-27_10-21-25-1253-550x309.png\" alt=\"\" width=\"550\" height=\"309\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/shot_8-27_10-21-25-1253-300x168.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/shot_8-27_10-21-25-1253-550x309.png 550w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>Time for my post-mortem!<\/p>\n <p>This is my 5th Ludum Dare entry, and my second 3D entry. Overall I&#8217;m very happy with the result. There&#8217;s still lots of work to be done to make it a complete and enjoyable game, but as a concept it&#8217;s nice and it shows what it&#8217;s all about. <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=3939\">Play it here<\/a><\/p>\n <p><strong>What went right<\/strong><\/p>\n <p>&#8211; Choosing XNA again. It makes so many things much easier to do. With the experience I gained from last LD, it was a breeze to set up the initial 3D rendering and the billboard graphics for entities.<br \/>\n &#8211; Scoping. My minimum goal was to make a game where you have a camera that can take pictures, which can then be viewed in an album and be saved to disk. This is all possible.<br \/>\n &#8211; The birds. While they were a bit tricky to create, it&#8217;s fun (for a few minutes at least :D) to watch them do things. And without them there would be no fun at all taking pictures.<br \/>\n &#8211; Polish. I&#8217;ve added menus again, with keybinding, mouse sensitivity and inversion, sound options, etc. There&#8217;s also music and some sounds, and imo it looks and feels finished (as far as LD games go)<\/p>\n <p><strong>What went wrong<\/strong><\/p>\n <p>&#8211; The birds. Yep, they went right, but the process I used to create them took a lot of time (relatively speaking for a LD game), so I had no time to other types of animals. Having to create three separate views for them, and having to split up the body parts while keeping them aligned and &#8216;blendable&#8217; so they could be animated was tricky. Speaking of animating them, that was horrible. They look decent though, but if I want to achieve something similar next time, I&#8217;ll have to rethink how I want to do it.<br \/>\n &#8211; Gameplay. Right now the only thing my game has is emergent gameplay. But it&#8217;s not really a game. There are no goals to achieve, only two numbers that can be increased. You&#8217;re dropped on an island and that&#8217;s it. I have no regrets skimping on gameplay, but it&#8217;s one thing in hindsight that I should&#8217;ve worked on a bit more. Basic goals with rewards to achieve would help a lot to improve the fun factor.<br \/>\n &#8211; That stupid glitch where the bird is moving forward, but is drawn backwards very briefly. Or vice versa. I completely forgot about it, but it&#8217;s so annoying. \ud83d\ude00<\/p>\n <p><strong>Things to keep in mind for next time<\/strong><\/p>\n <p>&#8211; The terrain. There are 4 &#8216;layers&#8217; of the island. Only three are shown, which are the beach, grass, and snow. Due to limitations on the default XNA shader, it&#8217;s impossible to blend the textures together. So the transition between beach and grass is a bit ugly. Next time, if I want to achieve something similar, I&#8217;ll have to make my own shader modifications to allow blending. However, I&#8217;m very happy with what I achieved with the default shader and restricted settings for older video cards, as I now have an easy way to split any heightmap of any size into 4 different layers based on height, while still being supported by low-end machines.<br \/>\n &#8211; Collision and efficiency. As it is right now, it&#8217;s probably impossible to make birds interact with each other without a huge performance hit. So they don&#8217;t. But for next time I&#8217;ll really have to work on a proper way to make a large number of entities aware of each other.<br \/>\n &#8211; Animations. I&#8217;ll really have to compromise on something here and make a choice. I like the 2D billboards, but dynamically animating them is a pain. So I&#8217;ll either have to make that process easier, switch to full animated sprites, or move on to 3D models and animations. I don&#8217;t really want to go the 3D route, so it&#8217;s a choice between the other two. If I can make animating them an easier process, then that&#8217;s perfect. But it&#8217;s something I&#8217;ll have to investigate. Oh, and I should add 8 different view directions if possible, instead of 4.<\/p>\n <p><strong>Final words<\/strong><\/p>\n <p>&lt;3 LD \ud83d\ude00<\/p>\n <p><iframe width=\"500\" height=\"281\" src=\"http:\/\/www.youtube.com\/embed\/wsTdO4smc1U?fs=1&#038;feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>","time":"September 8th, 2012 1:23 am","title":"Species Hunt Post-Mortem"}