{"author_name":"Falkreon","cat":"LD #22","comments":[],"epoch":1324314840,"likes":1,"metadata":{"p_key":"60301","p_author":"Falkreon","p_authorkey":"5762","p_urlkey":"96054","p_title":"Post-Mortem for Erased","p_cat":"LD #22","p_event":"LD22","p_time":"1324314840","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"5762","us_name":"Falkreon","us_username":"falkreon","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>This is my second time here, and I really wanted to charge through and release an actual product that actually worked. At the same time, I wanted to show people that having healthy eating and sleeping habits makes a better end-product. Hopefully, everyone enjoys playing my offering; I&#8217;ll be releasing a post-LD version once voting is complete.<\/p>\n <p>&nbsp;<\/p>\n <p>Here&#8217;s my time-lapse:<\/p>\n <p><a title=\"http:\/\/youtu.be\/qf5tMLdWytA\" href=\"http:\/\/youtu.be\/qf5tMLdWytA\">http:\/\/youtu.be\/qf5tMLdWytA<\/a><\/p>\n <p>&nbsp;<\/p>\n <p>None of the music I was working on made it into the game. There wasn&#8217;t time to fine-tune a creepy, atmospheric score, and substandard music can kill a game. Feature removed. Instead I spent time on a particle system and a bitmap font so I could put more information on the screen. In the mad dash to make deadline, I forgot to put the little 1\/Q, 2\/W, 3\/E captions above the spell buttons, so people are having trouble figuring out how to fight ;_;<\/p>\n <p>&nbsp;<\/p>\n <p>Something really huge I want feedback on is the speed of battles. Some people are reporting &#8220;too fast&#8221;. But it started out sort-of-turn-based and that was slow and confusing. I think my solution is going to be:<\/p>\n <p>* Add the control text that&#8217;s <em>supposed<\/em> to be above the actionbar<\/p>\n <p>* Slow down the regen rate out of battle<\/p>\n <p>* Add more &#8220;stupid-time&#8221;. That is, monsters should be disoriented for longer at the start of each battle, and take longer to choose their spells.<\/p>\n <p>* Probably split up spell cooldowns. Right now it&#8217;s one recovery rate &#8211; cast a big spell, take 30 ticks to recover, cast a small one, take 10 ticks. I&#8217;ll change that to individual cooldowns similar to MMO&#8217;s. That will also give players a clearer expectation of when their spell will be ready to cast.<\/p>\n <p>* Particle effects for &#8220;I&#8217;m casting a spell!&#8221; and spell nameplates. I feel like having more steps of animation and visual feedback would help prepare players and inform them that yes, indeed, the monster is casting a spell. I think some people just see a bunch of dots fly by and die.<\/p>\n <p>* Internally, split up the battle and map screen. This would have the effect of the map not showing through behind the battle, but then I&#8217;d also be able to put a cool backdrop in, and I&#8217;d have a lot more latitude to fix controls and graphics that are getting out of hand.<\/p>\n <p>* Look into speed differences between low-end and high-end computers. This should -not- be happening, but since the game has a time element, I may include some more internal time inspection just to make doubly certain fast computers don&#8217;t hose the game.<\/p>\n <p>&nbsp;<\/p>\n <p>Did I miss anything? Do any of these changes sound like a terrible idea? I want to hear about it.<\/p>\n <p>&nbsp;<\/p>\n <p>I&#8217;ve played a bunch of the compo entries so far, and I love them to death. Thanks to everyone for making this whole thing possible!<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>","time":"December 19th, 2011 12:14 pm","title":"Post-Mortem for Erased"}