{"author_name":"hellojed","cat":"LD #22","comments":[],"epoch":1324252260,"likes":0,"metadata":{"p_key":"60514","p_author":"hellojed","p_authorkey":"3400","p_urlkey":"96267","p_title":"It\u2019s a Party! A Dead Party!","p_cat":"LD #22","p_event":"LD22","p_time":"1324252260","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3400","us_name":"hellojed","us_username":"hellojed","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>My first crack at the LD48 and I have&#8230;.Dead Party!<\/p>\n <p>Dead Party was originally going to be a dungeon crawler, where you play the sole survivor of a raid gone wrong, but during playtesting I found that NPCs that followed you did so in an amusing manner, and I though &#8220;I should make a game around that&#8221; so I did. And there&#8217;s lots of cats.<\/p>\n <p>I describe it as &#8220;Ico meets Diablo meets SmashTV&#8221; but with none of the quality.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=preview&amp;uid=3400\">Play it here!<\/a><\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/12\/18\/its-a-party-a-dead-party\/ldscreen4\/\" rel=\"attachment wp-att-98115\"><img class=\"size-large wp-image-98115 alignnone\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/ldscreen4-550x412.png\" alt=\"\" width=\"550\" height=\"412\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/ldscreen4-300x225.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/ldscreen4-550x412.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/ldscreen4.png 645w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p><strong>quick post mortem<\/strong><\/p>\n <p><em>what went right<\/em><\/p>\n <ul>\n <li>I knew the game library, and I had made games with the language before<\/li>\n <\/ul>\n <p>During the warmup weekend I had tried to learn more about Love2D, and while I managed to make half of a game it didn&#8217;t sit well with me. A friend of mine suggested I stuck with what I knew, which was AS3 and Flixel. It turned out to be right, I spent nearly the entire period making stuff rather than trying to wrangle technical issues or learn a new library. I also used Flixel Power Tools, which made several things, including bullet managment and aiming, exceptionally easy. Flixel is great at taking care of a lot of game related things, and the Power Tools made things even easier. I&#8217;m used to code structure more than I am with other scripting langauges, so I could structure (or not structure) things to work.<\/p>\n <ul>\n <li>I knew what to cut and when<\/li>\n <\/ul>\n <p>Originally the game was going to be and RPG, complete with an overworld and a dungeon level, plus a battle system. Then that just went to an overworld system. I was also going to have multiple weapons, plus melee weapons, each with different\u00a0characteristics. Needless to say, it didn&#8217;t turn out that way. I had to cut 2 levels and a few more features near the end too.<\/p>\n <ul>\n <li>The Level Editor!<\/li>\n <\/ul>\n <p>Probably the biggest help is the DAME level editor. Normally I would have to hand-code where certain things are, or have to create my own level editor, or make my own CSV for things. This time I was able to build and design levels with ease and get them into the game quickly. Granted the workflow process was really weird (I&#8217;ll get to that later) but I was able to make non-super-ugly maps quickly.<\/p>\n <ul>\n <li>Got some sleep<\/li>\n <\/ul>\n <p>After 3am I hit a brick wall when it comes to productivity, and continuing on doesn&#8217;t make sense. A friend of mine said that I wouldn&#8217;t win if I slept, but I beg to differ. The last 5 hours were the worst, and I began to make simple mistakes while fatiuged, had those happened earlier on it would have made the rest of the dev process much harder.<\/p>\n <ul>\n <li>never give up, never surrender!<\/li>\n <\/ul>\n <p>With 24 hours to go I was still working on the dungeon crawler, but I felt really crappy about it since I felt it wasn&#8217;t a very good game. All I had was a level loading at that point and it was just shooting enemies. And then I thought &#8220;It may be crap, but I basically made a Smash TV clone in under 24 hours, so be a little proud&#8221;<\/p>\n <p><em>WHAT WENT WRONG<\/em><\/p>\n <ul>\n <li>Making levels<\/li>\n <\/ul>\n <p>Oh God. I mentioned this in an earlier blog post, but to make a level and put it into the game, I had to do a 7-8 step process. I had to make a new .dam file for each level, re-import all the sprites and tiles, draw the map, rename the groups, export it, fix certain .as files, and make a whole new playstate for the level. If I had made a saner structure and had just 1 playstate for all the levels, I could have simplified things and made more levels. I was mainly interested in making things work, rather than make things easy, and in the end it was probably 5x more work to import the levels the way I went about it. It also meant that I had to cut off features at a point, because i would have to add them all to the seperate playstate files and test them induvidually. Real smart, me.<\/p>\n <ul>\n <li>The theme<\/li>\n <\/ul>\n <p>I had trouble with the theme, since I could only think of sad things, and I was so concerned with starting I didn&#8217;t really take time to consider another idea, just &#8220;start coding right now OMG&#8221; and, maybe if I went with something else, I could have skipped a lot of headache and felt better about going with the stated theme.<\/p>\n <p>&nbsp;<\/p>\n <p>Well, that&#8217;s it for now. I&#8217;m really tired so, I&#8217;ll probably go to bed *before* 3am. ha!<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/finished\/\" rel=\"tag\">finished<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld48\/\" rel=\"tag\">ld48<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"December 18th, 2011 6:51 pm","title":"It\u2019s a Party! A Dead Party!"}