{"author_name":"magnolia_fan","cat":"LD #22","comments":[],"epoch":1324327200,"likes":1,"metadata":{"p_key":"60272","p_author":"magnolia_fan","p_authorkey":"7350","p_urlkey":"96025","p_title":"Postmortem: Enola","p_cat":"LD #22","p_event":"LD22","p_time":"1324327200","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"7350","us_name":"magnolia_fan","us_username":"magnolia_fan","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>Well this has been my first ludum dare, and I have to say it&#8217;s been a cool but exhaustive experience.This time I&#8217;m going to write a small postmortem for my entry, Enola, which you can check out <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=rate&amp;uid=7350\" target=\"_blank\">here<\/a>.<\/p>\n <p><strong>What went right:<\/strong><\/p>\n <p><em>Having a clear concept\u00a0for the game from the begining.<\/em>\u00a0 The first thing I did was write the entire (tech) document on paper. I wrote what the entire game would be about, tech aspects and limitations. This prevented me from getting lost during development.<\/p>\n <p><em>Using a tool I already knew.<\/em> I&#8217;ve been using UDK for some time, and that knowledge helped me to better decide the kind of game to develop (in conjunction with the previous item), so I didn&#8217;t find myself trying to figure out how to do anything.<\/p>\n <p><em>Simple graphics style.<\/em> The theme &#8220;alone&#8221; can mean many things to many people, but many entries agree that &#8220;mood is important.&#8221; For Enola I used simple models, only a couple of textures, and some post effects to sell the look and feel of the game (like the thick fog, the exaggerated DOF, and soft bloom).<\/p>\n <p><em>A simple control scheme.<\/em> I wanted Enola to be the kind of game that takes as much as you want to finish. There is no combat or action sequences involved (so you can&#8217;t really die in the game), and that makes the game very inclusive so (almost) anyone who can use a keyboard and mouse can play it, allowing players to play at their own pace.<\/p>\n <p><em>Using the environment to guide the player.<\/em> When you start the game the first thing you see is a glowing red orb and when you grab it, it says something like &#8220;the trees are pointing in the same direction.&#8221; This was a simple way to guide the players, so even if they get lost, they can follow the pattern of the trees to find the way. On the next level, you get a &#8220;clue&#8221; from a painting so you know it&#8217;s important, and I think these clues serve their purpose well.<\/p>\n <p><strong>What went wrong:<\/strong><\/p>\n <p><em>Not being able to work full time.<\/em> Yesterday I realized I&#8217;d only worked around 23 hours on the game. That&#8217;s because I had to go out a few times, so I couldn&#8217;t work as much as I wanted. Besides I got sick on saturday, and the pills I took made me drowsy.<\/p>\n <p><em>The game is too short.<\/em> Since I couldn&#8217;t work as much as I wanted, the game is too short. The second level was planned to be twice as big. I wanted a bigger house with more to explore and do. Besides, the bigger house would have added to the &#8220;mystery effect&#8221; where the house looks very small on the outside, but way bigger on the inside (like the Diablo chapel).<\/p>\n <p><em>Not entirely happy with the audio.<\/em> I really had to rush the audio &#8220;design,&#8221; and while the audio fits the mood, and the &#8220;noise&#8221; gets higher as you reach the goal, the entire set of sound effects could improve, a lot. All sound effects were recorded by me, using my microphone.<\/p>\n <p><em>The game is way too short.<\/em> I can&#8217;t stress that enough.<\/p>\n <p><em>No time to optimize.<\/em> The game is around 100mb, and that&#8217;s after I manually removed some of the things I was sure weren&#8217;t needed (for example, why UDK includes the Mac app builder when building the installer is beyond me). It also includes some other things like Shader Model 5 materials the game shouldn&#8217;t use since I was using DX9 exclusively (or at least I suppose they aren&#8217;t needed). Pretty much finding out what the game didn&#8217;t need so the download wasn&#8217;t 100mb in size would have been a good thing.<\/p>\n <p><strong>Conclussion:<\/strong><\/p>\n <p>If you ask me, I&#8217;ll definitely be in the next ludum dare, but I have to find ways to ignore real life during that weekend so I can post a better game overall next time. I should also find a better way to make sound effects.<\/p>\n <p>I&#8217;ve also been wondering if\/how the game could be made into a full game, depending on people&#8217;s reaction, since the concept can be extended very easily, and the clues you get from the game hint a larger story.<\/p>","time":"December 19th, 2011 3:40 pm","title":"Postmortem: Enola"}