{"author_name":"Alink","cat":"LD #23","comments":[],"epoch":1334596620,"likes":5,"metadata":{"p_key":"59444","p_author":"Alink","p_authorkey":"11244","p_urlkey":"95195","p_title":"Warmup done, lessons learned.","p_cat":"LD #23","p_event":"LD23","p_time":"1334596620","p_likes":"5","p_comments":"0","p_status":"UPD5","us_key":"11244","us_name":"Alink","us_username":"alink","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Yesterday, I submitted my warmup game, <a title=\"SameOrb\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-23-warmup\/?action=preview&amp;uid=11244\" target=\"_blank\">SameOrb<\/a>, and was happy to be able to finish during the weekend. I picked an hard time limit to myself to check how I could manage the polishing phase. The engine\/toy was quickly done the first day and the gameplay\/balance\/arts the next day, with a big gap between them where I was erroneously thinking that having few bouncing balls was an &#8220;almost-done&#8221; game. So it was something like a 2 half-days project.<\/p>\n <p>It was a very fun exercise and I learned a lot of good lessons about time management for the true Ludum Dare challenge, except the theme part, we&#8217;ll see how that goes. Here are the steps which required more time than I expected, and I hope to fix that in my LD. Classic tips, but I can now confirm that I should follow them <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><br \/>\n &#8211; Challenge\/gameplay. Even when the engine and controls are done, I still need levels, checkpoint etc<br \/>\n &#8211; Be nice with new player. Ok, no time to write tutorial or instructions, and *I* know them, but need to focus more on intuitive feedback to explain things.<br \/>\n &#8211; Don&#8217;t add sounds at the end, it&#8217;s not just arts, it can be an important interface feedback.<br \/>\n &#8211; Tweaking and testing physics is hard, and messy hardcoded values don&#8217;t help.<br \/>\n &#8211; Still need to watch performance. No time to optimize, but brute force everywhere sometimes leads to problems.<br \/>\n &#8211; Deciding when to stop adding features and when to start polishing gameplay and arts, is very important.<br \/>\n &#8211; Keep some time for the release step, stop coding *before* the last minute.<br \/>\n &#8211; Still take breaks, it&#8217;s important for performance and allow to think about the big picture.<\/p>\n <p>Ok, I hope it helps someone (other than me), and don&#8217;t forget to have fun <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>","time":"April 16th, 2012 12:17 pm","title":"Warmup done, lessons learned."}