{"author_name":"ToxicLogic","cat":"LD #21","comments":[],"epoch":1314162660,"likes":0,"metadata":{"p_key":"63651","p_author":"ToxicLogic","p_authorkey":"4898","p_urlkey":"99436","p_title":"LD21 Post-Mortem","p_cat":"LD #21","p_event":"LD21","p_time":"1314162660","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"4898","us_name":"ToxicLogic","us_username":"toxiclogic","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>So, this was my first Ludum Dare, so when all is said and done, I&#8217;m happy that I submitted something that was essentially complete. Not to mention, I had an absolute blast participating!<\/p>\n <p><strong>Language and Tools<br \/>\n <\/strong>Before starting I was debating between multiple options for which language I wanted to use. I considered both C++, the language I&#8217;m most familiar with, and Java\/WebGL, since it&#8217;s fresh in my mind from projects I&#8217;ve done at work. I ended up using AS3 with the FlashPunk library, and I couldn&#8217;t be happier with my decision.\u00a0 Throughout the weekend, I did not at any point feel that the technology I was working with was a barrier. I was able to quickly get what I wanted into the game. The most time I spent debugging actually ended up being FlashDevelop itself &#8211; I was using version 4.0 Beta, which had a bug with auto-completion. Thankfully, I quickly found the patch to fix it.<\/p>\n <p>I also used OGMO for building levels. I do wish that I had taken some time to learn it a bit before starting, as my Friday night was mostly\u00a0spent learning it.<\/p>\n <p><strong>Theme<br \/>\n <\/strong>I went into &#8220;hour zero&#8221; with no idea what I wanted to make. I actually purposely did not come up with anything, because I didn&#8217;t want to go with one theme, then have my old idea stuck in my head. So, once the theme was announced, some intense brainstorming took place. I felt pressed for time, so came up with a partial idea &#8211; escaping from a &#8220;pleasurable&#8221; place. I don&#8217;t think I got the idea across in the end too well, but I tried taking the theme on two levels, the player must &#8220;escape reality&#8221; in order to &#8220;escape the resort&#8221;. Thus, the main mechanic was to avoid dying of boredom. You &#8220;survive&#8221; by watching TV and eating exciting foods. Feeling pressed for time, I took this snippet of an idea and ran with it.<\/p>\n <p><strong>Level Design<br \/>\n <\/strong>Now I personally think that I had a strong game mechanic, but I think I fell a bit flat in terms of how I put the pieces together. The game is a platformer, and when it came to building the different rooms, my creative juices really were not flowing. The result: a short game that feels pretty linear. Part of this was due to the fact that I wanted it to feel a bit more &#8220;realistic,&#8221; and not a random labyrinth of tiles. I would guess that most people building platformers levels struggle with this.<\/p>\n <p><strong>Art<br \/>\n <\/strong>You may tell me differently, but I think my art came out well. I don&#8217;t consider myself an artist, but I&#8217;m definitely more confident in my &#8220;programmer art&#8221; skills after this weekend. I sort of arbitrarily decided to make my tile size 16&#215;16 &#8211; this ended up making it easier to create new art, but was a bit too small. The final game is actually scaled to 200%. I do think the final look is cool. Again, the &#8220;realism&#8221; thing hurt me with art. I wanted rooms to look unique &#8211; in the end, I probably could have created a longer game, if I had settled for having redundant rooms.<\/p>\n <p><strong>Sound<br \/>\n <\/strong>I used sfxr and musagi for sound and music. I hadn&#8217;t touched either before this weekend. I ended up with both simple sounds a short music loop. I&#8217;ve gotten good feedback about the music, and the song has been stuck in my head for three days now, so I guess that means success!<\/p>\n <p><strong>Things I Wanted To Add<br \/>\n <\/strong><\/p>\n <ul>\n <li><span class=\"Apple-style-span\" style=\"font-weight: normal\">Intro Tutorial\u00a0<\/span><\/li>\n <li>More Rooms and Keys<\/li>\n <li>Puzzle Elements<\/li>\n <li>Different Particle Effects to Signify Boring-ness<\/li>\n <li>A More Creepy\u00a0Ambiance<\/li>\n <li>Paintings as Checkpoints<\/li>\n <li>A More Rewarding Ending<\/li>\n <\/ul>\n <p><strong>Conclusion<\/strong><br \/>\n Overall, the competition went smoothly and I&#8217;m glad that all the pieces fit together in the end. My goal for the next LD (which I&#8217;m <em>definitely<\/em> doing) \u00a0is to come up with an idea that is not so dependent on art and level design. I worked as long as I could, as hard as I could (about 6 hours of sleep each night), and just barely finished, with no time to polish. Again, I had so much fun, and am simply in love with this community! See you all next time!<\/p>","time":"August 24th, 2011 12:11 am","title":"LD21 Post-Mortem"}