{"author_name":"JoeManaco","cat":"LD #35","comments":[],"epoch":1461261600,"likes":3,"metadata":{"p_key":"5954","p_author":"JoeManaco","p_authorkey":"6837","p_urlkey":"41401","p_title":"Post Mortem: Shape Escape","p_cat":"LD #35","p_event":"LD35","p_time":"1461261600","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"6837","us_name":"JoeManaco","us_username":"\/author\/joemanaco\/","event_start":"1460678400","event_key":"33","event_name":"LD35"},"text":"<p>Here is the post mortem to my game <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-35\/?action=preview&amp;uid=6837\">Shape Escape<\/a>.<\/p>\n <p>You can watch the timelapse <a href=\"https:\/\/www.youtube.com\/watch?v=PUrt5E4ng0M\">here<\/a>.<\/p>\n <p><img src=\"http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/\/542293\/6837-shot1-1460910892.png-eq-900-500.jpg\" width=\"635\" height=\"476\" class=\"alignnone\" \/><\/p>\n <p><strong>THE BEGINNING<\/strong><br \/>\n I stayed awake until 3 a.m. when the theme got announced (I&#8217;m living in Germany). Then went to bed and thought about different ideas. When I woke up I got myself a nice breakfast with my family and talked about my idea where the player can shapeshift the main character and each charactar has an own AI\/Behaviour. So the player won&#8217;t be able to control the character directly. A little bit like lemmings but with only one character. <\/p>\n <p>My tools were <a href=\"http:\/\/www.monkey-x.com\">Monkey-X<\/a>, Photoshop, <a href=\"http:\/\/www.mapeditor.org\">Tiled<\/a> and Logic Pro. I had a very bad start: First thing I needed was to load in and render a Tiled-Map. Something I did a hundred times before. But as I decided to not use my own &#8220;framework&#8221; I got into some trouble. I just thought I could extract the tiled-loader out of it, but it has so many OOP-Crap-Dependencies I had two choices. Write a new tiled loader from scratch or switch to my old framework. I decided to write a new tile loader from scratch and lost around 4 hours.<\/p>\n <p>But after that it went quite smoothly. I decided to try the core mechanic with very simple art (I just used various colored Rectangles for everything) and when I put the first shapeshift into my demo-map I decided that the game mechanic ist quite good so I would go on with the idea.<\/p>\n <p><img src=\"http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/\/542293\/6837-shot2-1460910892.png-eq-900-500.jpg\" width=\"638\" height=\"479\" class=\"alignnone\" \/><\/p>\n <p>The second day some annoying collision bugs popped up and it required quite some time to fix them. The rest of the day I spent building some levels (wished I could have added more) and created a simple chiptune in Logic. I used a &#8220;Instrument-Layout&#8221; I&#8217;ve created originally for my platformer <a href=\"http:\/\/www.asylumsquare.com\">Tiny Thor<\/a>, because I knew when I start to select\/search for the right sounds that could take myself hours and hours. After improvising on my synth for some time I found a nice melody I liked and from there I&#8217;ve arranged the song around it and I&#8217;m so glad that people seems to like it because time was slowly running out and I was in a really hurry.<\/p>\n <p><iframe width=\"500\" height=\"400\" scrolling=\"no\" frameborder=\"no\" src=\"https:\/\/w.soundcloud.com\/player\/?visual=true&#038;url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F259518138&#038;show_artwork=true&#038;maxwidth=500&#038;maxheight=750\"><\/iframe><\/p>\n <p>In the end I&#8217;ve submitted my game around 6 hours before submission deadline which was very relaxed. I could have added more levels probably but I was out of energy and decided to submit the game and see what people might think.<\/p>\n <p>I already have TONS AND TONS of idea how to develop the game further, but haven&#8217;t decided if I&#8217;ll do a post-compo version. \ud83d\ude09<\/p>","time":"April 21st, 2016 1:00 pm","title":"Post Mortem: Shape Escape"}