{"author_name":"idanmiller","cat":"LD #22","comments":[],"epoch":1325082900,"likes":1,"metadata":{"p_key":"59995","p_author":"idanmiller","p_authorkey":"4140","p_urlkey":"95747","p_title":"Feeling Alone Post Mortem","p_cat":"LD #22","p_event":"LD22","p_time":"1325082900","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"4140","us_name":"idanmiller","us_username":"idanmiller","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>Hi everyone,<\/p>\n <p>This was my first Ludum Dare entry.<br \/>\n It was a lot of fun doing it!<\/p>\n <p>What was important for me was to learn some tools that I haven&#8217;t used yet,<br \/>\n and to make a complete game that is playable and hopefully fun.<br \/>\n My graphic skills are very limited, so I decided to go on pretty abstract graphics and use a lot of particle systems for effects.<\/p>\n <p>I used the starling framework for AS3, and its particle systems engine for the effects.<br \/>\n These were the new tools I enjoyed learning and using. I think in these kind of 48-hour effort you can really get a good experience with a library or technology,<br \/>\n and I&#8217;m sure it will help me in future games.<\/p>\n <p>I started the contest with about 1-2 hours of thinking and pretty much knew what I would do.<br \/>\n Then I started programming the mechanics. I intended to finish them, and when I&#8217;m happy with how things were to move on to graphics, music &amp; sound.<br \/>\n However, after about 6-7 hours of working, and having slept not that much the night before, I was too tired to continue with solving some bugs (even though they weren&#8217;t many),<br \/>\n and felt I&#8217;m pretty closed on the mechanics and that they are working. Even though I didn&#8217;t have any level designed yet except for the simple first one.<br \/>\n So I moved on to deal with the effects and music. I ended up the day very late, but with most of the graphics done and with a simple music which I felt decent with<br \/>\n and hoped to improve it if time permits.<\/p>\n <p>I think that was my first mistake, at this point, I should have built levels and tested the game play some more, since the following day I made some drastic gameplay changes without having<br \/>\n enough time to balance them. What I decided on the second day was that the ship didn&#8217;t move in an astroids-like manner physics, and couldn&#8217;t rotate while moving. This turned out to be crucial<br \/>\n for the gameplay, since it forced the player to plan his path wisely, so that shooting didn&#8217;t cause him to turn specifically. However, I still kept the ship accelerating a bit, so that moving<br \/>\n in long straight lines was better than moving in short more frequent straight lines.<\/p>\n <p>This made the game fun in the difficulty level and playability, but very unintuitive and strange for most players.<br \/>\n I didn&#8217;t have much time to thing about this, and left it as is. But I believe what was important to do at this stage was either change the ship metaphore to fit the new mechanics<br \/>\n (maybe a soldier walking, pulling his gun only when he stops, and then rotating turns the gun, or something the like) or forfeit the nice game play I had and move back to astroids-like movement<br \/>\n to keep the intuitivness of the game intact.<\/p>\n <p>Anyway, I think I learned a lot from this experience.<br \/>\n I find it very interesting to think about how players will react to the mechanics.<\/p>\n <p>I think if at some point on the early second day I would have gotten some people to play the game and tell me what they think,<br \/>\n this would have pointed out the mechanics problem earlier and allowed me enough time to fix it.<br \/>\n Once you decide the mechanics are done and start working franticly on the other details, it&#8217;s hard to take a step back and think if any major thing needs changing.<\/p>\n <p>I ended up the second day with the level design and balancing of the times. I was happy with that.<br \/>\n I took the time to make sure the game is possible to solve and that I managed to solve it.<br \/>\n Many people thought the times were too tight, so maybe I was too harsh with that.<br \/>\n I might have deducted 10% of difficulty out of each level just for fairness and the possibility to appeal to players that are less good at the game than I was,<br \/>\n after playing quite a lot for testing I might say.<\/p>\n <p>And one last lesson &#8211; it&#8217;s very hard to call it a night on the first day when you feel you didn&#8217;t accomplish enough to finish it.<br \/>\n I couldn&#8217;t do it. I kept on going until I was happy and that was what forced me to do music and graphics instead of the core mechanics issues &amp; bugs.<br \/>\n I think at this point, I should have gotten some sleep, and started fresh on day 2.<br \/>\n It&#8217;s hard starting day 2 since it&#8217;s the last day and you want to be closed on a lot of things to feel less pressure, but at the end it was a bad decision,<br \/>\n since I was much less effective without the sleep I needed.<\/p>\n <p>I would be happy to hear your thoughts about my conclusions and the game itself!<\/p>\n <p>Here&#8217;s the game: <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=preview&amp;uid=4140\">Feeling Alone<\/a><\/p>\n \n <style type='text\/css'>\n #gallery-1 {\n margin: auto;\n }\n #gallery-1 .gallery-item {\n float: left;\n margin-top: 10px;\n text-align: center;\n width: 33%;\n }\n #gallery-1 img {\n border: 2px solid #cfcfcf;\n }\n #gallery-1 .gallery-caption {\n margin-left: 0;\n }\n \/* see gallery_shortcode() in wp-includes\/media.php *\/\n <\/style>\n <div id='gallery-1' class='gallery galleryid-103637 gallery-columns-3 gallery-size-thumbnail'><dl class='gallery-item'>\n <dt class='gallery-icon landscape'>\n <a href='http:\/\/ludumdare.com\/compo\/2011\/12\/28\/feeling-alone-post-mortem\/feeling-alone1-2\/'><img width=\"150\" height=\"150\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone11-150x150.png\" class=\"attachment-thumbnail size-thumbnail\" alt=\"feeling-alone1\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone11-150x150.png 150w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone11-300x300.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone11.png 501w\" sizes=\"(max-width: 150px) 100vw, 150px\" \/><\/a>\n <\/dt><\/dl><dl class='gallery-item'>\n <dt class='gallery-icon portrait'>\n <a href='http:\/\/ludumdare.com\/compo\/2011\/12\/28\/feeling-alone-post-mortem\/feeling-alone2-2\/'><img width=\"150\" height=\"150\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone21-150x150.png\" class=\"attachment-thumbnail size-thumbnail\" alt=\"feeling-alone2\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone21-150x150.png 150w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone21-300x300.png 300w\" sizes=\"(max-width: 150px) 100vw, 150px\" \/><\/a>\n <\/dt><\/dl><dl class='gallery-item'>\n <dt class='gallery-icon landscape'>\n <a href='http:\/\/ludumdare.com\/compo\/2011\/12\/28\/feeling-alone-post-mortem\/feeling-alone3-2\/'><img width=\"150\" height=\"150\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone31-150x150.png\" class=\"attachment-thumbnail size-thumbnail\" alt=\"feeling-alone3\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone31-150x150.png 150w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone31-300x300.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/feeling-alone31.png 501w\" sizes=\"(max-width: 150px) 100vw, 150px\" \/><\/a>\n <\/dt><\/dl><br style=\"clear: both\" \/>\n <\/div>\n \n <p>Thanks,<br \/>\n Idan<\/p>","time":"December 28th, 2011 9:35 am","title":"Feeling Alone Post Mortem"}