{"author_name":"DecsterB","cat":"LD #21","comments":[],"epoch":1315456860,"likes":1,"metadata":{"p_key":"63553","p_author":"DecsterB","p_authorkey":"4425","p_urlkey":"99338","p_title":"Cave Runner Post-Mortem","p_cat":"LD #21","p_event":"LD21","p_time":"1315456860","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"4425","us_name":"DecsterB","us_username":"decsterb","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p><em><strong>The Idea:<\/strong><\/em><\/p>\n <p>When &#8216;Escape&#8217; was announced as the theme I was stuck for ideas. I had my heart set on the theme being &#8216;Evolution&#8217; and it was hard to shake my ideas relating to that theme. \u00a0To fit &#8216;Escape&#8217;\u00a0I decided I wanted to do a side scrolling game but I felt that it needed a twist to keep it interesting and differentiate it from being an &#8220;Advancing Wall of Doom&#8221; game.<\/p>\n <p>I ended up settling on what is essentially a cross between BIT.TRIP RUNNER and HammerFight.\u00a0The general idea being that in order to succeed the player needed to be able to focus on two mechanics at the same time: dodging randomly placed hazards and using a physics-based attack to fight off bad-dudes:<\/p>\n <div id=\"attachment_73290\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/09\/07\/cave-runner-post-mortem\/mockup-26\/\" rel=\"attachment wp-att-73290\"><img class=\"size-large wp-image-73290\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/mockup-550x325.png\" alt=\"\" width=\"550\" height=\"325\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/mockup-300x177.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/mockup-550x325.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/mockup.png 650w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">Visual representation!<\/p><\/div>\n <p>&nbsp;<\/p>\n <p><em><strong>The Art:<\/strong><\/em><\/p>\n <p>After coming up with the idea I then set about contriving a situation for the setting of the game and drawing the main screen.\u00a0In retrospect drawing the main screen first thing was not a good idea, it was time consuming and considering the time restraints \u00a0was a bit of a waste.<\/p>\n <p>As I wanted multiple endings depending on how well the player did this was not the last time I ended up making this mistake. Drawing separate\u00a0screens for winning and losing was far more time consuming than I had anticipated and the actual gameplay sprites suffered as a result.<\/p>\n <p>The bouts of drawing were a welcome break from coding though and I did enjoy putting references to things in these images:<\/p>\n <div id=\"attachment_73297\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/09\/07\/cave-runner-post-mortem\/monopoly\/\" rel=\"attachment wp-att-73297\"><img class=\"size-large wp-image-73297\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/monopoly-550x316.png\" alt=\"\" width=\"550\" height=\"316\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/monopoly-300x172.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/monopoly-550x316.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/09\/monopoly.png 600w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">Not very subtle!<\/p><\/div>\n <p><em><strong>The Coding + Design:<\/strong><\/em><\/p>\n <p>Implementing the basic systems such as the running and jumping was relatively easy, I did get a bit carried away with the boomerang sword though.\u00a0The sword did teach me a lot about how game physics can work though and previously I hadn&#8217;t experimented with anything similar in my other projects.<\/p>\n <p>Code-wise I regret not using abstract classes \u00a0and deriving level objects from them. I spent a considerable amount of time re-writing functions and properties for each object I could have used to polish the game. This also made the source quite hard to understand and make changes to.<\/p>\n <p>With only about an hour left I was frantically trying to find out why quitting was sometimes throwing an exception. Turns out I\u00a0had a game-breaking bug that involved the game not disposing of game content properly. Luckily I had set aside some time before submission to find these sorts of bugs.<\/p>\n <p>One of the main things that I wish I&#8217;d gotten into the game was a proper sense of speed. The way the background scrolls and the obstacle speed is far too slow as many have pointed out. I considered changing it towards the end but it was a bit of a nightmare just trying to get all the mechanics balanced, trying to change the speed would have meant changing a lot of elements. It seemed like a better idea to have a game that is more fun to play than one that seemed speedier.<\/p>\n <p><em><strong>Things I learned:<\/strong><\/em><\/p>\n <ul>\n <li>Don&#8217;t get too attached to your initial ideas.<\/li>\n <li>Know the scope \u00a0of your game.<\/li>\n <li>Prioritise gameplay over art.<\/li>\n <li>Have base classes.<\/li>\n <li>Always reserve some time for balancing, play-testing and bug-fixing.<\/li>\n <\/ul>\n <div>Despite all these things I&#8217;m happy with how Cave Runner turned out, if you want to try it yourself you can\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=preview&amp;uid=4425\" target=\"_blank\">play it here<\/a>.<\/div>\n <div>To wrap this up I&#8217;d just like \u00a0to say I had a lot of fun being part of this Ludum Dare and that you guys are awesome.<\/div>","time":"September 7th, 2011 11:41 pm","title":"Cave Runner Post-Mortem"}