{"author_name":"nimblegorilla","cat":"LD #24","comments":[],"epoch":1346099880,"likes":0,"metadata":{"p_key":"51817","p_author":"nimblegorilla","p_authorkey":"15273","p_urlkey":"87515","p_title":"Ultimate Plant: LD 24 Post Mortem","p_cat":"LD #24","p_event":"LD24","p_time":"1346099880","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"15273","us_name":"nimblegorilla","us_username":"nimblegorilla","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>This was my first time entering and I&#8217;m pretty satisfied with the results. Congratulations to everyone who participated!<\/p>\n <p>Ultimate Plant is an html game. I used jQuery, Twitter&#8217;s Bootstrap, and SASS to build the game.<\/p>\n <p>Here is a link to my entry:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=15273\">Ultimate Plant<\/a><\/p>\n <p>Evolution of my idea:<\/p>\n <p>When evolution was announced I tried to steer my mind towards something new. I brainstormed all the things I could think of around evolution: dinosaurs, mutations, colonization, natural selection, culture, etc&#8230; I figured everyone would gravitate to some kind of dinosaur or sci-fi mutation theme (I&#8217;m surprised that I&#8217;ve only seen 1 dinosaur game in the results). On Friday I came up with a cool deck-building style card game idea that I planned to implement in video game form. By 3am I had sketched out a really rudimentary UI and had some crappy game mechanics that I wasn&#8217;t pleased with.<\/p>\n <p>I went to bed feeling a little dejected and not very confident about the next day&#8217;s work. I think my subconscious mulled things over while sleeping and while eating breakfast I decided to scrap my original idea and try to incorporate the Game of Life into some type of puzzle game.<\/p>\n <p>What went right:<\/p>\n <p>1. Simple mechanics: At first I felt the GOL (Game of Life) rules were too simplistic for a cool game, but they ended up being perfect for creating something that I could incrementally improve. GOL is used in code retreat sessions (<a href=\"http:\/\/coderetreat.org\/\">http:\/\/coderetreat.org\/<\/a>) and I&#8217;ve implemented the core rules several times in different languages while practicing software development techniques. It was really easy to get a quick simulator working in html.<\/p>\n <p>2. Simple graphics: I kept the initial graphics simple and planned to add a bunch of flower photographs later. I ran out of time to add many photos, but I think the simplicity made it easier to design a clean UI.<\/p>\n <p>3. Early tutorial and playtesting: I created 5 &#8220;simple&#8221; puzzles and a tutorial to go with them. I had a couple playtesters give good feedback that the puzzles were not simple! I then focused on making my core game understandable rather than adding more complex flower and weed breeding puzzles.<\/p>\n <p>4. Developing with a group: <a href=\"http:\/\/www.canopyco.com\/\">Canopy<\/a> graciously opened their offices for a Ludum Dare Jam. Everyone mostly worked in quiet isolation on their own games, but it was nice to bounce a few ideas off people.<\/p>\n <p>5. Todo list: It really helped to write down and prioritize all of the features I wanted in my game. After procrastination breaks it was easy to get back on track.<\/p>\n <p>Areas for improvement:<\/p>\n <p>1. Indecision and Too Much Design: I felt my game idea was too simple up until halfway through the competition and spent a lot of time sketching out complex puzzles and plant types that didn&#8217;t make it into the game. Next time I&#8217;ll implement each puzzle one at a time and try to finish a few more features as opposed to thinking up great stuff to implement up front.<\/p>\n <p>2. Not enough time on artwork: I knew that I could spend a lot of time trying to make subpar graphics so I planned to just add photographs of flowers. I spent a couple hours driving to a nearby arboretum and taking a lot of pictures, but I ended up with time to use just a few in the final game.<\/p>\n <p>3. Social obligations: Earlier in the week I had agreed to meet a friend for a birthday dinner on Saturday. I thought it would be a nice break from coding, but we ended up at the restaurant waiting for late arrivals before we could order food. I ducked out early, but it still took up most of the evening.<\/p>\n <p>4. Practice with Frameworks: Most of my experience with html and javascript is on large projects with helpers and glue code that I couldn&#8217;t use in the competition. Next time I&#8217;ll build a few simple prototypes from scratch using only the opensourced frameworks.<\/p>\n <p>5. Not enough time for puzzles: My biggest regret is the small number of puzzles in the game. I really wish I had been able to add 10-20 more puzzles with a few interesting twists. At least I can add some more to a post-competition version.<\/p>\n <p>Summary:<\/p>\n <p>I really enjoyed the competition and am looking forward to the next one. I learned a lot about managing limited resources over the course of 48 hours.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/final-post-mortem\/\" rel=\"tag\">final post mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"August 27th, 2012 3:38 pm","title":"Ultimate Plant: LD 24 Post Mortem"}