{"author_name":"timtipgames","cat":"LD #24","comments":[],"epoch":1346319480,"likes":3,"metadata":{"p_key":"51596","p_author":"timtipgames","p_authorkey":"15341","p_urlkey":"87290","p_title":"Firefly \u2013 In depth post mortem","p_cat":"LD #24","p_event":"LD24","p_time":"1346319480","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"15341","us_name":"timtipgames","us_username":"timtipgames","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=15341\">Link to my LD-Entry Firefly<\/a><\/p>\n <p>I don&#8217;t want to present a list of good and bad things, so I&#8217;ll take a bit more of a narrative approach to my post mortem (although english is not my native language)<\/p>\n <h2><strong>The Idea &#8211; and how bad at drawing I am<\/strong><\/h2>\n <p>This is my first Ludum Dare entry. I didn&#8217;t really know what to expect from myself, and the first few hours after theme anouncement, I was constantly switching between a &#8220;lets try just to have fun&#8221; and a &#8220;Lets see what is the best I can do in 48h&#8221; mood. I ended up somewhere in between and I felt very good doing things as I did them.<\/p>\n <p>I had a very precise idea for an evolution based theme in my head but I took some time to make up some others to see if I could find a better one. The only one that I really came up with was \u00a0<em>&#8220;The Darwin Award Game &#8211; Kill yourself as dumb and fast as you can&#8221;<\/em> which I gave up on once I told my girlfriend about it and she only shook her head, saying nothing. So I decided to go for the &#8220;plants and bee&#8217;s&#8221;-theme.<\/p>\n <p>I wasn&#8217;t really sure what the final mechanic should be like. I only knew that one fundamental process should be part of the game-play: Bee&#8217;s pollinating plants and mixing genes following rules similar to <a href=\"http:\/\/en.wikipedia.org\/wiki\/Mendelian_inheritance\" target=\"_blank\">mendels-rules<\/a>.<\/p>\n <p>So the first thing I did was drawing a sketch of what a game-screen could look like. Here you see a comparisan graphics of what the sketch, and what the game that I finally submitted look like: (I am not good in drawing obviously, but for the amusement I&#8217;ll add the sketch anyways &#8211; and hey! It was 5 AM!).<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/08\/30\/firefly-in-depth-post-mortem\/sketch-7\/\" rel=\"attachment wp-att-179605\"><img class=\"alignnone size-large wp-image-179605\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sketch-550x728.png\" alt=\"\" width=\"550\" height=\"728\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sketch-550x728.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sketch.png 800w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <h2><strong>The Programming<\/strong><\/h2>\n <p>I had decided the day before theme announcement, that I would start with very sketchy placeholder graphics and spend the first 24hours coding. I would then start to create nicer graphics and add sounds to finally do some polishing. I stuck to that plan and dived right into an empty eclipse project that I had prepared with the libraries that I chose (<a href=\"http:\/\/libgdx.badlogicgames.com\/\" target=\"_blank\">Libgdx<\/a> and <a href=\"http:\/\/gamadu.com\/artemis\/\" target=\"_blank\">Artemis Entity-System-Framework<\/a>). \u00a0I planned to submit an Android and a java version of my game. That was important to plan upfront because I had to map all interactions to touch-input (at least in my head) when designing controls. Artemis proofed once again to be a perfect match for rapid development like it was required for LD. But I really feel very comfortable with libgdx and artemis anyway. (I ended up messing with the Entity-System pattern a bit when I had no time left and produced some not so good looking code :))<\/p>\n <p>I think it helps a lot not to spend all the time with a new api or tool you haven&#8217;t tried before. Why do so many entries choose tools or libraries they never used before for a LD entry? It doesn&#8217;t sound like something fun for me (unless you need to give yourself a handicap because any bunch of numbers turn into an incredibly looking, sounding and playing game if you only look at them).<\/p>\n <p>Sunday morning, I finished the last systems I felt mandatory to be present to&#8230; yes &#8230; to what? I realized in that moment that somehow I was still not really clear on what the gameplay should be like exactly. What I had was:<\/p>\n <ul>\n <li>Plants, growing blossoms (not really because the placeholder graphics didn&#8217;t look like it, but I knew what it could be like).<\/li>\n <li>Three slots where you could put a plant.<\/li>\n <li>A weather-system which would randomly spawn snow, rain or heat.<\/li>\n <li>Plants could die from weather that they were not resistant against.<\/li>\n <li>Bees were flying from plant to plant eating their pollen and pollinating other plants<\/li>\n <\/ul>\n <p>If you played my game, this might sound familiar to you, because this sounds very similar to the games tutorial &#8211; for a reason.<\/p>\n <h2>The Game-Mechanics &#8211; or how I would first do something else<\/h2>\n <p>Not many things changed concerning the game play. Things that I introduced sunday morning to have at least something to work with was:<\/p>\n <ul>\n <li>The pollination process got a bit more complex (Mutation was added for example).<\/li>\n <li>Generic-Seeds that would give you some start-stats and are required to grow plants with new random stats were introduced.<\/li>\n <li>Blossoms were made harvestable after being pollinated so you could plant them and grow a new plant with the blossoms stats (which are independent of the plants base stats after being pollinated).<\/li>\n <li>Bees were renamed to fireflies (because bees suck).<\/li>\n <li>Bees could have stats attached when they entered the game that were random (to bring a bit more diversity into the whole setup).<\/li>\n <li>The player was able to smash fireflies if he didn&#8217;t want them to pollinate a plant with stats he didn&#8217;t like<\/li>\n <\/ul>\n <p>That&#8217;s basically it. I didn&#8217;t think about what the gameplay would be like anymore because I couldn&#8217;t spontainously come up with something and just started to hope that I would stumble about a brilliant idea in the process of creating the assets. So I started creating graphics (I did them all in inkscape).<\/p>\n <p>This is what the game looked like sunday early morning:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/08\/30\/firefly-in-depth-post-mortem\/sundaymorning-2\/\" rel=\"attachment wp-att-179617\"><img class=\"alignnone size-large wp-image-179617\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayMorning-550x329.png\" alt=\"\" width=\"550\" height=\"329\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayMorning-300x179.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayMorning-550x329.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayMorning.png 802w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>I started to work on the plants and played with different background graphics. It was fun to do, but I always had in mind that I still had not the perfect game-play that I wanted.<\/p>\n <p>Another step in the process:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/08\/30\/firefly-in-depth-post-mortem\/sundaylatemorning\/\" rel=\"attachment wp-att-179621\"><img class=\"alignnone size-large wp-image-179621\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayLateMorning-550x329.png\" alt=\"\" width=\"550\" height=\"329\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayLateMorning-300x179.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayLateMorning-550x329.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/sundayLateMorning.png 799w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>So you have seen in the beginning of my post what the game looked like in the end, so I won&#8217;t insert more screenshots. (Pro Tip: To find out what it really looks and sounds like, it&#8217;s helpful to<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=15341\" target=\"_blank\"> play and rate the game<\/a> ;-))<\/p>\n <p>I finished most of the graphics around 5PM on Sunday (around 10 hours before the\u00a0deadline) and started to search for the cables that I needed to record from my e-piano to my computer. That took a while (I drank far to many energie-drinks by that time &#8211; thats really a don&#8217;t. I could hardly concentrate and giggled like crazy for \u00a0a while&#8230;). Once I had calmed down again I recorded the music for the game (that was really a quick thing, I knew I didn&#8217;t have much time to work on it because there were several other things to be done). An hour later I had the music cut, and written a system that would load and play them in the game. I created some more sounds for selections and mutation on plants but ran out of time quickly so I couldn&#8217;t record sound effects for the weather or the fireflies for example (Would have liked to do that).<\/p>\n <h2><strong>The Wake-Up-Call<\/strong><\/h2>\n <p>Once these things were ready there was not much time left. Maybe 3 hours. I was really pleased with what the game looked like, given my drawing talent and the short time. But I was (and am) very unsatisfied with the gameplay. I mean its all fine, once you read the tutorial or found out what possible interactions are, it&#8217;s really playable. There is goal to achieve and there is actually quite some complexity involved in it (The goal is to cultivate a plant that survives 5 minutes) But when I was play-testing, I could hardly achieve that goal. There were two reasons for it:<\/p>\n <ol>\n <li>The feedback loop was hardly present. As mdkess wrote in my games comments later: It was hard to figure out how good you were doing.<\/li>\n <li>The game was actually to hard. The pollination process was rarely beneficial and you had only a low chance of a mutation to be beneficial either.<\/li>\n <\/ol>\n <p>But the deadline got close and I knew I had not enough time to change the game to improve point 1. So all I could do was to insert an easy and a hard game mode. The hard game mode has all difficulties left as I describe them here. The easy mode really is much easier, so if you want a challenge, try the hard mode (though I suggest to start with easy mode to get to know the game). The other thing that I put into the game within the last hour before the end of the compo, was a tutorial. I really don&#8217;t like what it became like. Obviously I couldn&#8217;t integrate an interactive tutorial (which I usually like to do). So its just 10 screens filled with text and some spare graphics to explain everything. There is now a tutorial outside of the game that is a bit cleaner and easier to understand. I suggest to read that one \ud83d\ude09<\/p>\n <p>&nbsp;<\/p>\n <p>So I guess now that I wrote so much about it I actually want to do a list :D:<\/p>\n <h2>What was gooooood<\/h2>\n <ul>\n <li>Schedule was nearly perfect. Although some things are not as polished as I like them to be, I feel like I really spent my time on the right parts to have a full game done by the end of 48 hours.<\/li>\n <li>Programming was great. I really did some not so pretty things shortly before submission deadline, but that was not avoidable to get done.<\/li>\n <li>Idea to game conversion worked really good. Comparing my sketch with the result its actually not that far away from each other.<\/li>\n <li>Graphics and sounds are much better than I thought I could do.<\/li>\n <li>Porting the game to android was a matter of 60 minutes. Planning for an android release really paid off.<\/li>\n <li>Really not many bugs throughout development. If there were some, I found them fast and it didn&#8217;t take long to fix them.<\/li>\n <\/ul>\n <h2><strong>What was baaaaaad:<\/strong><\/h2>\n <ul>\n <li>This whole game-play thing really sucked. Now, a few days later I really think the game-play itself is great, but it&#8217;s the lack of communication to the player that prevents it from shining.<\/li>\n <li>Too much caffeine. I know, there isn&#8217;t sth. like too much caffeine &#8211; but &#8211; yes there is.<\/li>\n <li>One of the libgdx extensions I used (freetype) has a bug which led to most of the first visitors of my game not being able to play it. Took a while to figure that out. In the end it wasn&#8217;t my fault, but I hated that people who wanted to try my game were unable to do so. (It should all be fixed \u00a0now).<\/li>\n <\/ul>\n <p>Can&#8217;t think of anything more right now. Maybe I&#8217;ll remember sth. later and add it.<\/p>\n <p>So much for my first Ludum Dare. Thanks for reading this, hope you found at least parts of it interesting.<\/p>\n <p>Now go and play it if you haven&#8217;t <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>Best,<\/p>\n <p>Tim<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=15341\">Link to my LD-Entry Firefly<\/a><\/p>","time":"August 30th, 2012 4:38 am","title":"Firefly \u2013 In depth post mortem"}