{"author_name":"Jwatt","cat":"LD #24","comments":[],"epoch":1346260560,"likes":1,"metadata":{"p_key":"51620","p_author":"Jwatt","p_authorkey":"504364","p_urlkey":"87314","p_title":"Post-modern post-mortem post-post","p_cat":"LD #24","p_event":"LD24","p_time":"1346260560","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"504364","us_name":"Jwatt","us_username":"Jwatt","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>People often wonder, &#8220;what the hell is going on in Jiggawatt&#8217;s head?&#8221;. Well, now&#8217;s your chance to find out with this timelapse of my LD24 compo entry, Manual Population Control.<\/p>\n <p><iframe width=\"500\" height=\"375\" src=\"http:\/\/www.youtube.com\/embed\/TgWe8J-iDsY?fs=1&#038;feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n <p>One point of interest is that the visual style only gets designed at about 3\/4th of the way, when I quickly slap proper images on top of the squares. I can&#8217;t even imagine having &#8220;excess sprites&#8221; like some of you have mentioned. You people are weird and I&#8217;m the only sane person here.<\/p>\n <p>(Perhaps I should&#8217;ve checked if there&#8217;s anything overly private shown in that video before uploading. Oh well.)<\/p>\n <p>I also made that gameplay video I wanted. People are pretty clueless about what&#8217;s going on in my game (and for a reason), so I hope this is at least proof that there is a point to this game.<\/p>\n <p><iframe width=\"500\" height=\"375\" src=\"http:\/\/www.youtube.com\/embed\/-clEhswCl-Q?fs=1&#038;feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n <p>See, I tend to make my games for myself, without the need to rely on buzzwords like &#8220;ease of use&#8221; or &#8220;tutorial mode&#8221;.<\/p>\n <p>But I like to think my game is fair once you get the hang of it: you can always easily blame yourself for doing something wrong or having left something undone. It has that same addictive charm as roguelikes, in a sense, so I feel like it&#8217;s successful at what I set out to do. The mechanics are quite simple in the end (as a result of cutting down features), but there are some interesting strategies emerging from them.<\/p>\n <p>&#8216;Evolution&#8217; as a theme was what I was hoping for but not expecting. I think my problem at the start was an excess of ideas rather than a lack of them. My first impression was that I&#8217;d make something like <em>a strategy game where you indirectly guide the evolution of entities<\/em>, and I had a couple of potential executions branching out from this vague &#8220;feeling&#8221; I wanted to capture.<\/p>\n <p>I quickly decided I wanted to make something abstract, because fixing physics\/collisions\/pathfinding bugs has previously taken too much time from the actual design and content creation. It was a good decision because I had some spare time to fine-tune mechanics and just try things out, as well as add polish. Oh, and to keep proper breaks and have a good night&#8217;s sleep. Incidentally, MPC has probably the best graphics &amp; audio I&#8217;ve made for an LD game.<\/p>\n <p>It&#8217;s still not perfect, I guess, at least I want to believe that I haven&#8217;t hit my skill ceiling just yet. There are no proper animations, subtle things that would indicate gameplay events like who is attacking whom. That&#8217;s probably my biggest gripe because I realize how a developer can guide players with visual cues, and now I just resorted to writing a lengthy manual (plus the gameplay video) while leaving the rest for the imagination. I guess I should consider the user experience at some point, but it&#8217;s easy to get lost in the mechanics when there&#8217;s nobody else playtesting.<\/p>\n <p>But overall, I&#8217;m once again satisfied at what I&#8217;ve done. It was my 4th LD and I&#8217;ve never failed to make a game, so I feel like I&#8217;m a lucky person when watching everyone around me give up. That feeling of clicking &#8216;Submit&#8217; after two stressing days is just euphoric. You can&#8217;t plan everything in advance, so the end result is always a surprise from you to yourself. But that&#8217;s the point, to get over that perfectionism and just improvise and <em>make a damn game<\/em>.<\/p>\n <p><a title=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=5551\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=5551\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=5551<\/a><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/timelapse\/\" rel=\"tag\">timelapse<\/a><\/p>","time":"August 29th, 2012 12:16 pm","title":"Post-modern post-mortem post-post"}