{"author_name":"Gabriel","cat":"LD #23","comments":[],"epoch":1336668600,"likes":3,"metadata":{"p_key":"55810","p_author":"Gabriel","p_authorkey":"11099","p_urlkey":"91528","p_title":"Tiny Shard postmortem","p_cat":"LD #23","p_event":"LD23","p_time":"1336668600","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"11099","us_name":"Gabriel","us_username":"gabriel","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Hello, fellow jammers! Being a strong believer that later is better than never, here&#8217;s a link to the Tiny Shard postmortem. In truth, I started it during the jam and finished it at some point last week, but totally forgot to post here.<\/p>\n <p>Before all that, though, I just wanted to thank the Ludum Dare veterans and the other newcomers for the warm reception and awesome feedback! This is my first time here and I&#8217;m amazed with the great community. You guys rule!<\/p>\n <p>In the Pixel Cows blog (www.pixelcows.com &#8211; no idea why I can&#8217;t make it a link), there is a more detailed narrative of our rollercoaster method, for if you like narratives, rollercoasters or methods! Also, Tiny Shard is vaguely based on our main game, The Journey of Eko. It&#8217;s not the same game or setting, but the style and main character are certainly similar! You can find more info about this game in our blog as well.<\/p>\n <div id=\"attachment_144642\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/05\/10\/tiny-shard-postmortem\/tiny-shard-and-eko-2\/\" rel=\"attachment wp-att-144642\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/05\/Tiny-Shard-and-Eko1-550x323.jpg\" alt=\"\" width=\"550\" height=\"323\" class=\"size-large wp-image-144642\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/05\/Tiny-Shard-and-Eko1-300x176.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/05\/Tiny-Shard-and-Eko1-550x323.jpg 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/05\/Tiny-Shard-and-Eko1.jpg 1033w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">The Kid from &quot;Tiny Shard&quot; and Eko from &quot;The Journey of Eko&quot; - look alikes!<\/p><\/div>\n <p>All right, down to business.<\/p>\n <p><strong>What went right<\/strong><\/p>\n <p>-Using tools that we&#8217;re familiar with, specially Multimedia Fusion 2. We didn&#8217;t have to spend time reinventing the wheel.<br \/>\n -Dedicate enough time for polishing. Small details such as the weekday sign, the next day&#8217;s shard being shown at the background, the opening and closing animation for the gates, etc, ended up contributing a lot to the game&#8217;s setting and message.<br \/>\n -Low res. We&#8217;re still shocked with how quickly you can come up with reasonably well polished content when you work with a 200&#215;150 pixels screen!<br \/>\n -Creating the type of game that we like to design and to play. This makes it easier to immediately notice if a feature is important or not, if the game is well balanced, etc. Besides, since The Journey of Eko is mostly a platformer, Ludum Dare wasn&#8217;t the first time we had to meddle with the science of balancing jump height, gravity, inertia, etc, which is a good thing from a time standpoint.<br \/>\n -Particles!<\/p>\n <p><strong>What went wrong<\/strong><\/p>\n <p>-Initially planning a scope that isn&#8217;t feasible in 48 hours. We fortunately had the idea of merging our projects and redirecting our efforts to the jam, also gaining an extra day to finish the game; but if it wasn&#8217;t so, each one of us would probably have submitted a poorly finished compo entry.<br \/>\n -Underestimate the time that level design and content importing take. This was pushed to the last hours, and we really had a very real risk of not being able to finish the game in time because of that.<br \/>\n -Think that iNudge is a magical tool for creating music with no time and effort. Don&#8217;t get me wrong here, the software is really good, but a random sound made in 5 minutes will most likely not convey the atmosphere you want for your game. To use it to its full potential, it certainly takes practice and time (that we still don&#8217;t have and that we didn&#8217;t have, respectively)<br \/>\n -Balancing the game difficulty based on our own skill level. Many people found the game to be too difficult, specially the already infamous last passage in Harday!<\/p>\n <p>We have overwhelmed by all the encouragement and productive feedback we&#8217;re receiving from the community, and truly amazed on how many talented people are here! In fact, it&#8217;s being such a great experience that it motivated us to finish Tiny Shard. We&#8217;re working on the main things: making the final levels of the game a little easier and with checkpoints, rebalancing the Gentleman&#8217;s Rage, making the slime less anoying, and expanding the ending. We&#8217;ll publish it at www.pixelcows.com when it&#8217;s done, check it out if you like!<\/p>\n <p>Finally, let me just take the chance to thank the Ludum Dare veterans and the other newcomers for the great reception. You guys are just great!<\/p>\n <p>Gabriel<\/p>","time":"May 10th, 2012 11:50 am","title":"Tiny Shard postmortem"}