{"author_name":"Cosmologicon","cat":"LD #24","comments":[{"author_name":"johnfn","time":"August 27, 2012 4:37 pm","epoch":1346103420,"text":"Hey Cosmologicon, I remember you from the last Ludum Dare! This entry was great &#8211; even better than your last one, I think.","spam":"N"}],"epoch":1346101740,"likes":0,"metadata":{"p_key":"51810","p_author":"Cosmologicon","p_authorkey":"1151","p_urlkey":"87508","p_title":"Rise of the Morbels \u2013 postmortem #1: story and audio","p_cat":"LD #24","p_event":"LD24","p_time":"1346101740","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"1151","us_name":"Cosmologicon","us_username":"cosmologicon","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p style=\"text-align: center\"><strong>[ <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=1151\">play the game<\/a>\u00a0]<\/strong><\/p>\n <p>I wanted to make a game that <strong>focused on the story<\/strong> for once.\u00a0I really like writing dialogue for games, but it&#8217;s hard to justify taking the time to write a good story during a game jam. That&#8217;s probably why I don&#8217;t do it too often, but it&#8217;s still fun.<\/p>\n <p>The story for Rise of the Morbels is based on one of the plots from <em>Dirk Gently&#8217;s Holistic Detective Agency<\/em> by Douglas Adams. The character&#8217;s name is a reference to Samuel Taylor-Coleridge, whose &#8220;Rime of the Ancient Mariner&#8221; was supposed to be about this event.\u00a0The story is <strong>delivered in voiceover<\/strong> that plays while you have control of the character, to avoid that &#8220;wall of text&#8221; feeling. I feel like this was a good choice, and it contributed pretty well to the feel of the game.<\/p>\n <p>The sound quality&#8217;s not great, but I&#8217;m really <strong>happy with how the audio turned out<\/strong>, given that my last game had no audio whatsoever. This was the first time I&#8217;ve ever incorporated any voiceover into a game, and I think it actually sounds pretty good, even though I usually dislike my own voice. Speeding it up by 15% makes a huge difference, I guess. This was also the <strong>first time I&#8217;ve ever composed music<\/strong> for a game. Even though it&#8217;s just four notes, I feel like it&#8217;s <strong>appropriate for the mood<\/strong>, especially since I don&#8217;t know anything at all about composition. Combined with some creepy sound effects, it&#8217;s not bad.<\/p>\n <p>For the most part, the audio work went smoothly. The music only took a few minutes, and I got five minutes of dialogue in less than an hour. I did have a technical glitch at the end, though.\u00a0Every line of dialogue is a separate sound file, so you have to download <strong>89 ogg files<\/strong> for this game. About an hour before the deadline, this was causing Chrome to crash. I managed to avoid it by downsampling some of the sound effects, but it was really tense for a while.<\/p>\n <p>Of course, every minute spent on story or audio is a minute not spent on gameplay, so I knew that I would be <strong>making sacrifices<\/strong> here. It&#8217;s not the most fun or replayable game I&#8217;ve ever made, but I may talk about that in another post.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/story\/\" rel=\"tag\">story<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/voiceovers\/\" rel=\"tag\">voiceovers<\/a><\/p>","time":"August 27th, 2012 4:09 pm","title":"Rise of the Morbels \u2013 postmortem #1: story and audio"}