{"author_name":"dansludumdare","cat":"LD #23","comments":[],"epoch":1335250440,"likes":2,"metadata":{"p_key":"56097","p_author":"dansludumdare","p_authorkey":"10841","p_urlkey":"91817","p_title":"Terraformer Breath Post Mortem","p_cat":"LD #23","p_event":"LD23","p_time":"1335250440","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"10841","us_name":"dansludumdare","us_username":"dansludumdare","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-23\/?action=preview&amp;uid=10841\">(linky.)<\/a><\/p>\n <p><strong>What went right:<\/strong><br \/>\n -I ended up doing everything I explicitly planned to do.<br \/>\n -I learned a little bit of Javascript\/HTML5 (still not exactly sure which is which to be honest). Actually LD is the reason I know any Javascript\/HTML5, but most of the learning happened before the actual event.<br \/>\n -The exploratory nature of the game is close to how I want it. I wish I could reward the player more for exploring, but I didn&#8217;t have time to code minor prizes or stick them in the world. But I like that there&#8217;s multiple paths to success and that you aren&#8217;t always exactly sure what you&#8217;re supposed to do next. With no user feedback (during the contest), it&#8217;s possible it&#8217;s too hard to figure out what to do next. Hm. Maybe Ludum Dare games should aim to be easier since user feedback is hard to get, if not impossible.<br \/>\n -I like that the dustinator has more than one use and that the items complement each other. I wish there were more multiple use and complementary items.<\/p>\n <p><strong>What went wrong:<\/strong><br \/>\n -I think the game has little replay value. Unless you want to continue exploring the star system (I feel like that&#8217;s unlikely) or do a speed run or something (definitely exceptional). I&#8217;ve thought of two solutions so far. One: procedurally generate the world so it&#8217;s unique every time. I think I avoided that because I figured it would be impossible to make the exploration how I wanted it. Maybe it would&#8217;ve been in the 48 hours, but it seems easier now, perhaps because the Terraformer Breath level design I did has solidifed in my brain after sleeping, and now I can more easily think how to express it in code. I&#8217;ve also been toying with the idea of abstracting procedural world generation so it can be created once and used on many games. Supply the player&#8217;s abilities and goals, some world generation functions (like makePlanet), and a simulation function, and let it make a world for you. Anyway, two: have more random elements. Which is really a superset of the procedural thing, but I mean even in a static world, other random elements can give replay value. Like smarter enemies that do something different every time or randomized planet motion or something.<br \/>\n -I chose to use HTML5\/Javascript to reach a larger audience. I think this was the wrong choice. I&#8217;m glad for what I learned and I wouldn&#8217;t go back and change it, but I think next time I&#8217;m going to stick with my preferred C++\/SDL\/OpenGL kind of stuff. I felt so limited once I saw what people who didn&#8217;t use HTML5\/Javascript made. Javascript debugging is horrible compared to C++ debugging (unless I just don&#8217;t know what tool to use &#8212; I was using Firebug). Not to mention I&#8217;m a fan of lightning fast barebones programs, and Javascript doesn&#8217;t seem to cut it.<br \/>\n -Though so far people seem to enjoy the disembodied voice, I definitely thought I could come up with a lot more funny things for it to say. I guess it&#8217;s one of those laws. Divide how many jokes you think you will think of by 3, and that&#8217;s how many you&#8217;ll come up with. Not to mention it was hard to think of things that were funny and not too insulting to the player (I don&#8217;t think that&#8217;s a trait of my personality, but it&#8217;s possible).<\/p>\n <p><strong>What&#8217;s going to happen (before the next contest in which I partake):<\/strong><br \/>\n -Expand <a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/04\/12\/dans-tile-maker\/\">Dan&#8217;s Tile Maker<\/a>. The atmosphere tiles should&#8217;ve been easily creatable from some transition function. I decided not to add in the functionality during the contest and just Gimp\/MSPainted them. I could&#8217;ve created the atmosphere tiles way faster, and made them all pretty and texturey.<br \/>\n -Finish a midi editor I&#8217;ve been working on and get it distributing. The vim (but hopefully more intuitive &#8212; not that vim isn&#8217;t intuitive, vim lovers!) of midi editors.<br \/>\n -Make and distribute a library that uses SDL and plays midi files through a bunch of signal processor units you can configure to make instruments out of.<br \/>\n (If any of those things exist already, tell me!)<\/p>","time":"April 24th, 2012 1:54 am","title":"Terraformer Breath Post Mortem"}