{"author_name":"Ace","cat":"LD #23","comments":[],"epoch":1335337260,"likes":0,"metadata":{"p_key":"56013","p_author":"Ace","p_authorkey":"10247","p_urlkey":"91733","p_title":"Tiny Hack\/ Post-Mortem","p_cat":"LD #23","p_event":"LD23","p_time":"1335337260","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"10247","us_name":"Ace","us_username":"ace","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>So, Tiny Hack\/.\u00a0 A hack and slash with a 10&#215;10 pixels world (Although any size should work)<\/p>\n <p>&nbsp;<\/p>\n <p>What went right?<\/p>\n <ul>\n <li>The hastily drawn graphics turned out really nice and fitting to the overall theme.<\/li>\n <li>My first plans worked out surprisingly well.<\/li>\n <li>The tea tasted excellent.<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <p>What went wrong?<\/p>\n <ul>\n <li>Some horrible game-breaking bugs managed to sneak their way into the code, forcing me to spend more time hunting them down than making better gameplay.<\/li>\n <li>Didn&#8217;t start off with a actor based system so I had to spend a lot of time fixing that.<\/li>\n <li>Too much code ended up in the game class, making it annoying to work with.<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <p>What didn&#8217;t make it?<\/p>\n <ul>\n <li>A better aiming system, originally planned to be mouse\/second stick controlled.<\/li>\n <li>Monster drops, to be used for upgrading your weapons.<\/li>\n <li>At least three more spells.<\/li>\n <li>Better monster AI (They were supposed to target the player when he&#8217;s close).<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <p>So, in retrospect;<\/p>\n <p>I should probably have chosen something simpler as my first Ludum Dare game. When there was 14 hours left on the clock I realized a rogue-like would&#8217;ve been a much better aim.<\/p>","time":"April 25th, 2012 2:01 am","title":"Tiny Hack\/ Post-Mortem"}