{"author_name":"Milo","cat":"LD #21","comments":[],"epoch":1314043680,"likes":0,"metadata":{"p_key":"63753","p_author":"Milo","p_authorkey":"2934","p_urlkey":"99538","p_title":"Postmortem of The Wave","p_cat":"LD #21","p_event":"LD21","p_time":"1314043680","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"2934","us_name":"Milo","us_username":"milo","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>Well, I have to say that compared to my last Ludum Dare, this experience was COMPLETELY different. The first difference that comes to mind is how I <a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/05\/01\/no-mute-button-required\/\">didn&#8217;t<\/a> <a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/04\/30\/well-success-seems-iminent\/\">waste<\/a> <a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/04\/30\/good-enough-who-wants-to-move-anyways\/\">all<\/a> <a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/04\/30\/movement-the-bane-of-my-game\/\">of<\/a> <a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/04\/30\/big-oops\/\">my<\/a> <a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/04\/30\/that-cant-be-right\/\">time<\/a>\u00a0trying to create a physics\/movement engine. That thing sucked up, probably, about 80% of my time and I certainly wouldn&#8217;t call it &#8220;complete&#8221; even now. Also, it was more laid back since I only got around 14 hours to work on the game, as opposed to the 24 &#8211; 30 that I had last time.<\/p>\n <p><strong>What Went Well:<\/strong><\/p>\n <ul>\n <li>I, once again, was focused the entire time. I was so focussed, in fact, that I forgot to finish off a delicious beverage (although don&#8217;t worry &#8211; I drank it now).<\/li>\n <li>My game concept was simple enough to leave me a whole day to work on assets &amp; the front end.<\/li>\n <li>Audio. It existed this time. I think it sounds pretty nice for, like, 30 seconds on a loop.<\/li>\n <li>I had lots of screenshots &amp; some demos to share before the compo ended (although I don&#8217;t think I packaged the demos correctly, and the LD site was down)<\/li>\n <\/ul>\n <p><strong>What Didn&#8217;t Go So Well:<\/strong><\/p>\n <ul>\n <li>Uploading. I wasn&#8217;t good at it. I gotta remember to include sndfile.framework &amp; to add other frameworks to the &#8220;Copy Frameworks&#8221; step in Xcode. I actually lost $5 here because I bet my brother that I uploaded something correctly and it didn&#8217;t work.<\/li>\n <li>I didn&#8217;t test all the &#8220;pipelines&#8221; involved in my game; 1 hour before the contest ended, I realized that I didn&#8217;t know how to get audio into my game. I figured it out though.<\/li>\n <li>All my ideas at the start were basically the same; I was only considering ideas where you (singular) were trying to escape from something, which isn&#8217;t really thinking outside of the box. I was actually really displeased with all of my ideas, and wasn&#8217;t having much fun developing them until I thought of the evacuation idea.<\/li>\n <\/ul>\n <p>Overall, I am once again pleased with the product that I produced, and think that it is a pretty big step above my last entry, and am looking forwards to December. I might keep working on my entry (after the ratings though; programmers = good playtesters) since I can think of a few ways to spice it up.<\/p>\n <p>(If you are some sort of STRANGE ALIEN and have yet to play my game, it&#8217;s over <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=preview&amp;uid=2934\">here<\/a>)<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"August 22nd, 2011 3:08 pm","title":"Postmortem of The Wave"}