{"author_name":"tedsta","cat":"LD #21","comments":[],"epoch":1314247980,"likes":0,"metadata":{"p_key":"63623","p_author":"tedsta","p_authorkey":"506837","p_urlkey":"99408","p_title":"Post-Dare Thoughts","p_cat":"LD #21","p_event":"LD21","p_time":"1314247980","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"506837","us_name":"tedsta","us_username":"tedsta","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>So, all in all, I think this dare went WAY better than my last (which was my first). I think what mainly accounted for my better outcome was finally swallowing my pride and deciding to write a 2D game. It&#8217;s amazing how much removing that 3rd dimension simplifies things. I wanted to make something cool, so I really didn&#8217;t want to spend too much time just trying to think of ideas. I couldn&#8217;t think of any amazing revolutionary new game play style, so I just went with the good old classic top-down shooter. Of course, to keep it with the theme, I set the goal of the game to escape the game. I probably won&#8217;t do too well on theme points but I&#8217;m still proud of my creation. After all, who of us really does this in hopes of winning? I just do it as a motivational leap to start a new project.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=preview&amp;uid=4069\" title=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=preview&amp;uid=4069\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=preview&amp;uid=4069<\/a><\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/08\/24\/post-dare-thoughts\/screen4-27\/\" rel=\"attachment wp-att-71526\"><img class=\"alignnone size-medium wp-image-71526\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/screen43-300x234.png\" alt=\"\" width=\"300\" height=\"234\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/screen43-300x234.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/screen43-550x430.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/screen43.png 816w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p><strong>What Went Right<\/strong><\/p>\n <p>So, for the most part, the beginning went very smoothly. I stayed up until 4:30 AM the first day and got a lot of the core coding done. I started with the basics &#8211; a basic OOP design in C++ (my language of choice), movement, and collisions. Then, I started to get my hands dirty with a weapon system. Unfortunately, I ended up changing the weapon system since adding new weapons eventually turned out to be a huge hassle (this was actually after I finished the compo version game). Next came the rovers. Rovers went along a lot smoother than I expected them to. No problems really there. All hell broke loose when I started programming doors though.<\/p>\n <p><strong>What Went Wrong<\/strong><\/p>\n <p>Basically, I thought doors were going to be like 30 minutes tops, but they ended up being like 2 hours. First, I had to write basic animation functionality in the object class &#8211; no problem. Switching states became a huge hassle and I finally \u00a0broke down and analyzed the update loop step by step &#8211; then I finally got it. I was forcing a specific frame in the door code on certain states, but this created problems, so I ended up just letting them flow naturally and not try to prevent the\u00a0occurrence\u00a0of a bad frame (which I later found was not possible to occur). Another huge issue that I didn&#8217;t expect was scrolling. Yes, scrolling. Of all things that could go wrong, scrolling did. I ended up having to edit a lot of drawing code that should have been there from the beginning.<\/p>\n <p>&nbsp;<\/p>\n <p>All in all, I think my favorite thing to add was the shaking when an explosion goes off. It&#8217;s freakin&#8217; awesome \ud83d\ude1b<\/p>\n <p>Thanks for a great Ludum Dare guys! I had a great time.<\/p>","time":"August 24th, 2011 11:53 pm","title":"Post-Dare Thoughts"}