{"author_name":"Bloodyaugust","cat":"LD #23","comments":[],"epoch":1335414000,"likes":1,"metadata":{"p_key":"55951","p_author":"Bloodyaugust","p_authorkey":"3773","p_urlkey":"91671","p_title":"Planetoids Post-Mortem! (And why not having a playable game isn\u2019t bad)","p_cat":"LD #23","p_event":"LD23","p_time":"1335414000","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"3773","us_name":"Bloodyaugust","us_username":"bloodyaugust","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>I went into this LD with a very different mindset from previous ones. You see, I&#8217;ve been doing a TON of game programming lately, and I recently opened up my own studio. I&#8217;ve made and released games before, but never with a ton of polish or functionality outside of the actual game. So this time, I decided I wanted to focus much more on meta-game aspects.<\/p>\n <p>One such aspect that took up A TON of time was setting up and utilizing an account with Amazon Web Services. They have a &#8220;trial&#8221; program that allows you to run a fully equipped (albeit wimpy) server on their cloud. I set up a Win2008 Server edition, and remoted in to control it. I set up the domain, and got WAMP running. Finally, I also did some PHP scripts and made sure that I had the ability to directly control the MYSQL database. With all this set up, I began work on the game.<\/p>\n <p>Admittedly, my game is not an actual game, and for some reason Dropbox is having as yet unresolved issues hosting it. I made some of the usual &#8220;mistakes&#8221; such as spending too long on art and audio assets. I wrote some scripts I ended up not needing. I changed halfway through the compo from using vanilla Unity3D with an orthographic camera to using Orthello 2D, which ended up causing a lot of frustration for me. I think a major outcome of this scenario is that I&#8217;m going to learn how to model, so I don&#8217;t have to try to make unity do things it doesn&#8217;t want to anymore.<\/p>\n <p>With basic functionality set up, I figured out a menu system, then quickly moved on to some scorekeeping functionality. I wanted my game to be able to utilize the server I had set up earlier, so I delved into the Unity3D docs for the WWW class. In reality, this may be one of the most powerful aspects of Unity: to be able to interact with the web with one slice of code across all major platforms. I was able to wrestle this functionality in, and was more than pleased with the outcome. I&#8217;ve never before done anything involving multiple players in one game, so this was a huge step.<\/p>\n <p>&nbsp;<\/p>\n <p>On a final note, I&#8217;d like to say that even though my &#8220;game&#8221; was by any consideration horrible, on of the reasons I love this contest is that it can give me a dedicated time to experiment with new things. Don&#8217;t judge yourself on completeness, judge by how much fun you had and how much you learned, and I promise you&#8217;ll continue to enjoy Ludum Dare.<\/p>","time":"April 25th, 2012 11:20 pm","title":"Planetoids Post-Mortem! (And why not having a playable game isn\u2019t bad)"}