{"author_name":"someone","cat":"LD #23","comments":[],"epoch":1335520620,"likes":0,"metadata":{"p_key":"55921","p_author":"someone","p_authorkey":"1207","p_urlkey":"91639","p_title":"Somewhat Belated Postmortem","p_cat":"LD #23","p_event":"LD23","p_time":"1335520620","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1207","us_name":"someone","us_username":"\/author\/someone\/","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Its probably about time to write this.<\/p>\n <p><strong>Design<\/strong><br \/>\n I had a good selection of ideas at the start of this competition, something I have had trouble with in the past, The only problem was which one to choose. Unfortunately I did not spend any time fleshing out the ideas and properly designing the games which i believe is where everything went horribly wrong.<\/p>\n <p><strong>First Idea<\/strong><br \/>\n This was supposed to be a game where you played as a cell in a petri dish. There are other cells around that either try to kill you, block your path or various other behaviors. I spend about seven hours implementing this concept but stopped when i couldnt think of how to make it a fun game. Te prototype was not headed in the direction of my initial vision of the game. I also wanted to try out the other idea.<br \/>\n <a href=\"http:\/\/sam.draknek.org\/projects\/dimension\/ludum-dare-23-cell-game\">You can play what I ended up with here.<\/a><\/p>\n <p><strong>Second Idea<\/strong><br \/>\n I had spend a bit more time thinking about this one. I didn&#8217;t start with it as  I thought it did not fit the theme as well as the other idea, but the extra time would definitely have helped.<br \/>\n More design time would have been mush better, as I did get stuck a few times in the implementation due to not having a clear grasp on the game&#8217;s structure. I ended up re-writing the code to display the blended dimensions a few times and I got stuck with the collision blending.<\/p>\n <p>I eventually ended up scrapping everything but the level loader and started again from scratch about five hours before the deadline, taking a completely different approach that works much better. Unfortunately five hours was not really enough, and I ended up hacking in some elements right at the deadline, like the ability to drop orbs, which is why the controls really suck.<\/p>\n <p><strong>Tiled<\/strong><br \/>\n I tried out Tiled during the last Ludum Dare. It saves so much time not having to write your own level editor. It was definitely very useful for this competition as I had no time to make a playable world at the end of the competition.<\/p>\n <p><strong>Conclusion<\/strong><br \/>\n Generally I should have stuck with a single idea, or at least not spend much time on prototypes if I am unsure. Also I should really take the time to fully design the structure of a game before I start ANY implementation. I never do this which is why nearly everything I program gets re-written at least twice. Maybe I&#8217;ll finally learn&#8230;<\/p>\n <p><strong>Post Competition Version<\/strong><br \/>\n I have had a lot of positive feedback about the idea which is encouraging. I have already started writing a new version of this game. It is currently about the state of my entry with a few extra features. I want to add monsters and other puzzles that make use of the dimension blending in creative ways. I will upload a version of it soon.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-23\/?action=preview&amp;uid=1207\">Play my final entry.<\/a><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"April 27th, 2012 4:57 am","title":"Somewhat Belated Postmortem"}