{"author_name":"Colapsydo","cat":"LD #24","comments":[],"epoch":1346059380,"likes":3,"metadata":{"p_key":"51926","p_author":"Colapsydo","p_authorkey":"3984","p_urlkey":"87624","p_title":"Ulovetion \u2013 Post Mortem","p_cat":"LD #24","p_event":"LD24","p_time":"1346059380","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"3984","us_name":"Colapsydo","us_username":"colapsydo","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>&nbsp;<\/p>\n <p>Saturday 25th of August, 07:30 am GMT+2<\/p>\n <blockquote><p>&#8220;The theme of the LD24 is <strong>Evolution<\/strong>. Do I have any idea that could fit with this theme ? Let think about it&#8230; Alright, this can do the trick.<\/p>\n <p>Let&#8217;s create a one stage game where the player will have to recreate itself using four gates acting as transforming functions on a global shape. The results of these evolutions will turn into bad elements or good elements, they will then start to interact and help\/annoy the player.&#8221;<\/p><\/blockquote>\n <p>This is how start my first LD. Nothing was planned. I started from scratch and my only goal was to achieved a game in 48H, no matters the sacrifices I&#8217;ve to do.<\/p>\n <p>The first day, I aimed to obtain a running prototype, with quiet everything operational letting the second day for graphical interface, graphics, and sounds. The movement engine went quiet well even if it&#8217;s structure was the messiest and the less optimized ever. But Running for time, I&#8217;ve decided that &#8220;<strong>if it works, it fits<\/strong>&#8220;. It was important to have an idea of the nature of the evolution. Then I started to work on the transforming functions.\u00a0 A clue point was that the same function will not have the same effect it&#8217;s used in first or in last.\u00a0 Since Characters would have complex forms, a pixel perfect collision was required. Everything was running fine since I changed the form of the characters by evolution. All the collisions were broken. My goal to have a playable prototype to the end of day one was clearly compromised. Then I&#8217;ve decided that it was better to sleep well and to be ready to fight on the second day.<\/p>\n <p>On day 2, everything remains to done. Not really awaken, I fixed the collision detection. It was just a &#8220;silly&#8221; problem of localisation. Let&#8217;s see if I can give some AI to the NPC. Oh no, I don&#8217;t have the time if I want to have a complete game with some kind of a structure. The last part went well, I did some poor graphics (but I can&#8217;t do better, so no regrets). However, the impossibility to wrote a small tune and add some SFX was quiet frustrating. But once again I had to decided what was my priority.<\/p>\n <p>The game is playable. It has, I guess, a certain coherence,\u00a0 and also some nasty bugs due to omissions in the control of speeds. Along these two days, I did well to aim at the project priorities (<em>I wasn&#8217;t aware to have this capacity<\/em>), but most of the problems I came across were due to a lack of organization in the code design.<\/p>\n <p>This first LD was really rewarding.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=3984\">You can play Ulovetion here \ud83d\ude00<\/a><\/p>","time":"August 27th, 2012 4:23 am","title":"Ulovetion \u2013 Post Mortem"}