{"author_name":"ggiraldez","cat":"LD #24","comments":[],"epoch":1346631540,"likes":0,"metadata":{"p_key":"51544","p_author":"ggiraldez","p_authorkey":"12224","p_urlkey":"87238","p_title":"Pincers post-mortem","p_cat":"LD #24","p_event":"LD24","p_time":"1346631540","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"12224","us_name":"ggiraldez","us_username":"ggiraldez","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>First of all, the end product <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><a title=\"Pincers\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=12224\" target=\"_blank\">Download and rate Pincers<\/a><\/p>\n <p>This was my first successful LD (and the second I participate in). I have received a lot of positive feedback, I&#8217;m quite happy with the results and most of all, it was a lot of fun.<\/p>\n <p>Last time, for LD23, I started out but quickly ran out of steam and had to abandon. That experience\u00a0was useful nevertheless, since it allowed me to learn the L\u00f6ve framework, which I have used this time too.<\/p>\n <p>The inspiration from flOw should be obvious as that was my starting point. I&#8217;m also fond of RPGs, so I put in a progression system based on those. Your body is composed of different parts (segments) and each of them improves to a maximum level 6.\u00a0You have life, energy, speed, friction (or inertia) and attack strength, and those are updated from your segments types every time you level up. After a certain number of level ups (depending on your size), you grow a new segment of a type according to what you ate until that moment.\u00a0There&#8217;s no goal. It&#8217;s an exploration game. But it allows for different play styles, depending on how you evolve.<\/p>\n <p>Quick stats rundown: the game is about 1400 lines of Lua code, it runs with the L\u00f6ve framework version 0.8, graphics were made with The Gimp and all 7 sound effects were cooked with sfxr. I estimate I put in about 18 hours of development time (assets included).<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/02\/pincers-post-mortem\/zoom-shot\/\" rel=\"attachment wp-att-180826\"><img class=\"alignnone size-large wp-image-180826\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/zoom-shot-550x304.png\" alt=\"Title screen\" width=\"550\" height=\"304\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/zoom-shot-300x166.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/zoom-shot-550x304.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/zoom-shot.png 700w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <h3>What went right<\/h3>\n <div>\n <ul>\n <li>First and most important, I completed a game, which is an important milestone for me.<\/li>\n <li>The idea was simple, which I think was essential to be able to implement it. Sure, there are a lot of things left in my backlog, but I was able to reach a point where the game is playable and is fun.<\/li>\n <li>I&#8217;m satisfied with how the game plays, and that it allows for different play styles.<\/li>\n <li>The AI is almost non-existent, yet\u00a0their behavior feels natural (but see below).<\/li>\n <li>I think the game is balanced with respect to progression speed and the different stats. Leveling up doesn&#8217;t take too long, yet you can die very quickly if you become overconfident.<\/li>\n <li>sfxr is godsend. The effects are pretty basic, but the game wouldn&#8217;t have sound if not for it.<\/li>\n <li>Live code reloading helped in keeping the development dynamic. Even the simple approach I took (I know there are better techniques) worked very nicely. Trying new code without having to start again from the beginning is awesome.<\/li>\n <li>I&#8217;m very happy with the resulting code base. It&#8217;s simple code, with few explicit optimizations. It&#8217;s something I can continue to work on without too much hassle.<\/li>\n <li>From very early in the development I made a script to build the distributables. That&#8217;s one thing less to worry about when nearing the deadline.<\/li>\n <\/ul>\n <h3>What went wrong (or rather not so well)<\/h3>\n <ul>\n <li>Lack of discipline and stamina. After finding out about the theme at Friday 10pm, I went to bed at around midnight, but then I woke up Saturday at 1pm, and all Saturday I couldn&#8217;t really focus on the development. Progress was not that bad, but I could have done a lot better. I need to work on self-discipline if I want to build something bigger next time. Also, while I worked in short bursts (like I normally do), I ended up Sunday completely burned out. Having submitted one hour before deadline, I didn&#8217;t even try to keep on adding stuff.<\/li>\n <li>Keyboard controls are not good, and mouse control takes a bit getting used to it. That&#8217;s the most recurring complain I got from the comments. I should have probably removed keyboard controls altogether. I play tested using the mouse and I think this should be played with the mouse after all.<\/li>\n <li>Energy is unused, but there are items to replete it and it&#8217;s in the UI. I planned to implement a skill system (depending on your composition you&#8217;d gain a new\/improve an existing skill every X levels) but it fell out of my schedule. The fact that the UI and in-game elements are there make the game look unfinished and unpolished.<\/li>\n <li>No music. It would have added a lot to the mood of the game. Learning some composition is high in my priority list for the next LD.<\/li>\n <li>AI is dumb.\u00a0Creatures have two basic rules (stay near their &#8220;zones&#8221; and try to eat red pills when life drops below 70%), and the rest is random movement. Again, lack of time, and lack of motivation at the end.<\/li>\n <li>While I think the leveling system and progression speed is ok, it&#8217;s not really clear what&#8217;s going to happen when you level up. There&#8217;s a small indicator of the next type of segment you&#8217;re gonna get (right next to the level progress bar), but I don&#8217;t think anyone would know what&#8217;s its purpose.<\/li>\n <li>No endgame, no bosses. While I love exploration games, I feel that a boss here and there adds to the challenge. And gives the player a sense of\u00a0accomplishment\u00a0when she defeats it.<\/li>\n <li>While I&#8217;m quite happy with the graphics, the desaturated and bright palette results in dull graphics. In particular, screenshots are quite bad, which make for a bad first impression on the game. Somebody also commented that the initial grey background looks wrong. I couldn&#8217;t agree more <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/li>\n <\/ul>\n <h3>What&#8217;s next<\/h3>\n <p>I&#8217;ll definitely keep working on this game. I have a long list of things to try\/add (better AI and skills are the most prominent items). I&#8217;ll try to post updates here.<\/p>\n <p>All in all, I had a great time. Right now I&#8217;m playing and rating other people&#8217;s games. There&#8217;s some awesome stuff \u00a0in here.\u00a0In any case, I&#8217;m looking forward to participating in the next LD.<\/p>\n <p>Till next time, and thanks for playing!<\/p>\n <p>&nbsp;<\/p>\n <\/div>","time":"September 2nd, 2012 7:19 pm","title":"Pincers post-mortem"}