{"author_name":"FireSlash","cat":"LD #21","comments":[],"epoch":1314119520,"likes":0,"metadata":{"p_key":"63683","p_author":"FireSlash","p_authorkey":"3130","p_urlkey":"99468","p_title":"LD21: End of File postmortem","p_cat":"LD #21","p_event":"LD21","p_time":"1314119520","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3130","us_name":"FireSlash","us_username":"\/author\/fireslash\/","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>After breezing through two previous LDs, I felt this time I should push my game design out a bit further, both technologically and in design. I wanted something that I knew would be challenging; not just a game I knew I could complete in the timeframe.<\/p>\n <p>With this in mine, I added some goodies to my game such as an upgrade system, expansive map sets, multiple weapons, and complex enemy types. I looked at parts of games I loved and used them as foundations for various game mechanics. In the end I had a lot more than I could hope to achieve, so i had to trim some fat, and began coding.<\/p>\n <p>At first progress felt a lot slower, dangerously slow compared to previous LDs. I was worried I wouldn&#8217;t make the deadline so I trimmed out multiple weapons, shortened the game a bit, and scrapped additional enemy types. I figured I could add these back in later as time allowed.<\/p>\n <p>When I woke up on Sunday I was pretty unhappy with the game. The nature of projectiles made them frustrating when facing Banshees, which were the most common enemy type in the game. I tried nerfing the banshee&#8217;s move speed and changing the movement patterns, but nothing really helped. \u00a0The game had content and was going well progress wise, but it wasn&#8217;t <strong>fun<\/strong>. I actually considered throwing in the towel here.<\/p>\n <p>After about an hour of level design to take my mind of gameplay, I had a bit of an epiphany. Prior to LD I had been playing Quake 4, and started drawing connections to my gameplay flaw and my frustrations with Q4&#8217;s nailgun. Ultimately the machine gun worked better in Q4 due to not giving Strogg any time to dodge your attacks. While the AI in my game didn&#8217;t dodge, the movement patterns were hard to properly lead. So I changed the player&#8217;s gun to an instant fire laser.<\/p>\n <p>Everything just clicked at once. Suddenly you could easily hit most targets with minimal issue if you lined up your targets well; and early game energy limits prevent you from just spamming down everything in a quarter of a second. Upgrades made you choose between various gameplay styles. The aiming mechanic of enemies made sure you couldn&#8217;t just camp one spot and shoot when everything lined up; but instead rewarded you moving WITH the banshee, constantly leading its shots but still keeping lined up.<\/p>\n <p>After taking some time to balance upgrades and flesh out some levels, I was cutting it a bit close so I ran a final polish run on the level set (though I would have liked to expand it), and submitted.<\/p>\n <p>In the end I have mixed feelings about the final result. The endings aren&#8217;t really &#8220;proper&#8221; endings, and there&#8217;s no menu\/config\/pause\/etc. It feels incomplete to me. But despite having some spare time at the end where I could have mocked up some quick simple menus, I was sick of coding it when I submitted; and I felt that a rushed menu would be worse than no menu at all. On the other hand it&#8217;s a lot more than I could have done previously, so as a progress indicator it&#8217;s great. LD is never about winning to me, it&#8217;s about seeing what you can do. Testing your limits and learning new things. Seeing what you&#8217;re\u00a0capable\u00a0of&#8230;. And in that regard it&#8217;s been a roaring success.<\/p>\n <p><strong>Play\/Rate:<\/strong>\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=rate&amp;uid=3130\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=rate&amp;uid=3130<\/a><\/p>\n <p>I&#8217;ll see you nerds in October :3<\/p>\n <p>&nbsp;<\/p>","time":"August 23rd, 2011 12:12 pm","title":"LD21: End of File postmortem"}