{"author_name":"DormouseDevelopment","cat":"LD #22","comments":[],"epoch":1326137040,"likes":1,"metadata":{"p_key":"59942","p_author":"DormouseDevelopment","p_authorkey":"7437","p_urlkey":"95694","p_title":"Eyes of the Exorcist Post Mortem.","p_cat":"LD #22","p_event":"LD22","p_time":"1326137040","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"7437","us_name":"DormouseDevelopment","us_username":"dormousedevelopment","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p><img class=\"aligncenter\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/87574\/7437-shot0.PNG\" alt=\"\" width=\"608\" height=\"459\" \/><\/p>\n <p>Eyes of the Exorcist was made as the first collaborative effort<br \/>\n between six strangers from who met through the <a title=\"San Diego Game Developer Meetup\" href=\"http:\/\/www.meetup.com\/sdgamedev\/\">San Diego Game<br \/>\n Developer\u2019s Meet-up Group<\/a>. The team consisted of 3 programmers, two 3D<br \/>\n artist, and one 2D artist\/musician. We spent the full 72 hours of the<br \/>\n Jam in the living room of one of our member\u2019s home. On a whole it was<br \/>\n an incredibly fun learning experience.<\/p>\n <p><strong>What went Right:<\/strong><br \/>\n <strong>* The Location<\/strong> \u2013 Caryn and her family were gracious enough to let 5<br \/>\n strangers take over their living room for the weekend. Sharing ideas,<br \/>\n sketches, and code face to face was far more productive than a more<br \/>\n technology based solution.<br \/>\n <strong>* Concept Voting<\/strong> \u2013 Once the theme was announced we brainstormed for a<br \/>\n while but had not reached a consensus. We agreed that main proponent<br \/>\n of each idea would do a final pitch, then we would vote on all the<br \/>\n ideas. Voting was handled by anonymous paper ballet. Each participant<br \/>\n wrote the numbers 1-8 next to each of the eight ideas. Eight indicated<br \/>\n their favorite idea and one was the least favorite. Each idea\u2019s ballet<br \/>\n score was added up, and we picked the one with the highest cumulative<br \/>\n value. This process allowed all of us to air our ideas, and choose one<br \/>\n that we could agree on.<br \/>\n <strong>* Team Energy<\/strong> \u2013 Working face to face and having other people depend on<br \/>\n your output brought about a tremendous energy among the group. Two of<br \/>\n us had participated in prior Ludum Dare\u2019s as individuals. We both had<br \/>\n far more energy and drive working as a team than our individual<br \/>\n experience.<br \/>\n <strong>* Using Unity<\/strong> \u2013 We used Unity for game development. We were able to<br \/>\n take advantage of the input, GUI, character controller, particle<br \/>\n system, and camera components that unity provides. This saved us a<br \/>\n great deal of time not making basic game control objects.<br \/>\n <strong>* Art Asset Naming Convention<\/strong> \u2013 Despite using Unity for our project<br \/>\n our artists used the Unreal Engine\u2019s naming convention to organize the<br \/>\n art assets. This naming convention allowed us to keep track of who was<br \/>\n working on what, and what stage it was at.<br \/>\n <strong>* Division of Labor<\/strong> \u2013 Since our team was comprised of programming and<br \/>\n art specialists the programmers could focus on the scripts while the<br \/>\n artists could focus on the art.<br \/>\n <strong>* Food<\/strong> \u2013 Prior to the start of Ludum Dare the team acquired a large<br \/>\n quantity of sushi, sticky rice, tea, coffee, and chocolate covered<br \/>\n banana chips. We were able to graze off this bounty over the course of<br \/>\n the contest and only had to go out for food three times.<\/p>\n <p><strong>What went Wrong:<\/strong><br \/>\n <strong>* Ambition<\/strong> \u2013 When we selected our initial concept we voted on the idea<br \/>\n that we felt would be the most fun game, not what we could complete in<br \/>\n the time limit. This concept involved a spooky ghost town, two<br \/>\n different vision modes, multiple attacks, power ups, inventory items<br \/>\n and a leveling system. In retrospect this was way too much for a Ludum<br \/>\n Dare.<br \/>\n <strong>* Lack of Documentation<\/strong> \u2013 We kept verbal and mental track of what<br \/>\n features we wanted to implement and in what order. As development<br \/>\n progressed new features were added to the list, but there was no clear<br \/>\n indication as to which features were vital to the build and which were<br \/>\n nice add-ons.<br \/>\n <strong>* Tool Familiarization<\/strong> \u2013 Since this was our first collaborative<br \/>\n project the artists and programmers were not familiar with each<br \/>\n other\u2019s tools. As such we spent valuable contest time figuring out how<br \/>\n to get art assets into the game. Also we could not utilize the<br \/>\n artist\u2019s time to do level design due to their unfamiliarity with the<br \/>\n unity editor. These things should have been resolved prior to the<br \/>\n start of the event.<br \/>\n <strong>* Lack of Leadership<\/strong> \u2013 We did not have one person in over all control<br \/>\n of the project, and instead spent a lot of time debating amongst<br \/>\n ourselves over the proper course of action. Also we were unable to<br \/>\n incorporate some of the art assets since the programmers were too<br \/>\n focused on programming tasks.<br \/>\n <strong>* Lack of mile stones<\/strong> \u2013 We had an idea of what we wanted the end<br \/>\n result of our project to be and when it had to be done. We did not set<br \/>\n time limits on the intermediary steps to get to that final goal. There<br \/>\n were two attempts to have working builds by a certain hour, however we let<br \/>\n both those deadlines slip trying to get it to work perfectly instead of<br \/>\n Kludging together something so we could move on.<br \/>\n <strong>* Wasted time on Kitty<\/strong> \u2013 One of our team members (Wilson) was insistent on<br \/>\n getting kitty bonus points and wasted valuable time creating scripts<br \/>\n for an NPC cat that did not do much for the end game experience. This<br \/>\n feature was cut from the contest build and all that time was wasted.<\/p>\n <p><strong>Conclusion:<\/strong><br \/>\n Ludum Dare Game Jam was an incredibly fun learning experience. Working<br \/>\n as a team kept us incredibly motivated. Sadly we bit off more than we<br \/>\n could crew and the end result suffered for it. We now have a better<br \/>\n idea of each other\u2019s capabilities and what can be accomplished in 72<br \/>\n hours.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/unity3d\/\" rel=\"tag\">unity3d<\/a><\/p>","time":"January 9th, 2012 2:24 pm","title":"Eyes of the Exorcist Post Mortem."}