{"author_name":"Sebby","cat":"LD #23","comments":[{"author_name":"dr_soda","time":"April 25, 2012 8:20 am","epoch":1335360000,"text":"The one problem with Unity&#8217;s planes is that they have a ridiculously high number of verts.  If you only need a 4 vert plane for a pixel billboard, you&#8217;re totally screwed in terms of efficiency.  At that point you have to write your own custom editor script to generate a simple 4 vert plane, and give it a texture yourself.","spam":"N"}],"epoch":1335338100,"likes":2,"metadata":{"p_key":"56012","p_author":"Sebby","p_authorkey":"508466","p_urlkey":"91732","p_title":"Bunny Cube post mortem","p_cat":"LD #23","p_event":"LD23","p_time":"1335338100","p_likes":"2","p_comments":"1","p_status":"UPD5","us_key":"508466","us_name":"Sebby","us_username":"Sebby","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<h2><\/h2>\n <h2><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/04\/25\/bunny-cube-post-mortem\/thanksforplayingbunnycube-2\/\" rel=\"attachment wp-att-139772\"><img class=\"aligncenter size-large wp-image-139772\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/thanksforplayingbunnycube1-550x113.png\" alt=\"\" width=\"550\" height=\"113\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/thanksforplayingbunnycube1-300x62.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/thanksforplayingbunnycube1-550x113.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/thanksforplayingbunnycube1.png 600w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/h2>\n <p>&nbsp;<\/p>\n <h2>What went right:<\/h2>\n <h4>Making graphics in Unity<\/h4>\n <p>I had found out through the GDC pirate kart that it was actually a <em>lot<\/em> quicker for me to make 3d graphics using Unity&#8217;s in built planes and cubes than it is to import everything in from blender. And it&#8217;s so much easier to tweak things and make sure everything looks nice together when I never have to leave the editor! I&#8217;m really glad I decided to do it this way, I was able to add a lot of stuff really early on without much\u00a0repercussion\u00a0and that really helped \u00a0give me some direction, too.<\/p>\n <h4><strong>Practice<\/strong><\/h4>\n <p>I&#8217;ve had a heap of programming practice since my last entry, and it really helped. It&#8217;s still a jam game, but\u00a0it was\u00a0definitely\u00a0the quickest I&#8217;ve been able to get something up and running. The dialogue, which is something I usually have a lot of trouble with, went really smoothly too (another thing that the pirate kart helped with).<\/p>\n <h2>What went wrong:<\/h2>\n <h4>Put stuff in before I knew if I needed it<\/h4>\n <p>I wasted so much time doing useless crap that I didn&#8217;t actually end up needing! If you look at the source code you&#8217;ll see that I was trying to make some objects &#8216;pushable&#8217;. AUGH, that was so frustrating and I wasted so much time. I originally thought I was going to make a puzzle game set on a cube, where you push things around on one side and it effected the opposite side. Didn&#8217;t work out so well. The first time I wrote the player movement code (and I re-wrote it maybe 3 or 4 times) it made it really difficult to push things around\u00a0accurately. Eventually I managed to just constrain everything to a grid and then things worked well&#8230; until I realized that the player could push blocks into walls. I fixed that, and then after\u00a0worrying\u00a0that players would\u00a0accidentally\u00a0put the level into an unwinnable\u00a0state by pushing a block next to a wall I spent another\u00a0obscenely\u00a0long period of time trying to add in a tile that the player could walk over, but couldn&#8217;t push blocks over. By then I realized that my original puzzle idea just wasn&#8217;t very elegant and I wouldn&#8217;t have enough room for puzzles on each stage with all the crap I had to add in to make it even playable. That&#8217;s when I started adding graphics so I could clear my mind a little, and then I got the idea about animals.<\/p>\n <h4>Sound, again<\/h4>\n <p>I still don&#8217;t understand how music works. I&#8217;m sorry my games sound awful.<\/p>\n <h4>Forgot to blog<\/h4>\n <p>I kind of neglected my ludum dare blog this time around, but it seems the community ranking has been removed anyway. I still feel bad. There were a lot of things I could have posted but I didn&#8217;t. I hope this post mortem makes up for it \ud83d\ude00<\/p>\n <p>&nbsp;<\/p>\n <p>Anyway, if anyone is interested in playing, you can have a go here:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-23\/?action=preview&amp;uid=2414\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-23\/?action=preview&amp;uid=2414<\/a><\/p>","time":"April 25th, 2012 2:15 am","title":"Bunny Cube post mortem"}