{"author_name":"MacTuitui","cat":"LD #21","comments":[],"epoch":1314018000,"likes":2,"metadata":{"p_key":"63812","p_author":"MacTuitui","p_authorkey":"5189","p_urlkey":"99597","p_title":"Evasion \u2013 Post Mortem","p_cat":"LD #21","p_event":"LD21","p_time":"1314018000","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"5189","us_name":"MacTuitui","us_username":"mactuitui","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>Let&#8217;s give the &#8220;too long, didn&#8217;t read&#8221; version right at the beginning, it&#8217;s been a wonderful experience.<\/p>\n <p>With the time difference, I had from Saturday 11am to Monday 11am to complete the game, modulo two kung-fu practice sessions and one band rehearsal, on top of your everyday needs (groceries, wife, food and everything). I could only start to work on the game after lunch and I had no idea at all. The theme &#8220;Escape&#8221; was too generic for my tastes, but that was maybe the point. There was no way to escape the theme\u2026<\/p>\n <p>At first I was thinking about a physics platformer, where you had to plan your escape: each level had two parts: the &#8220;getting-in&#8221; where you can look at the level, move things around and plan your run, and the &#8220;getting-out&#8221; where you get the hell out of the place after stealing whatever was worth at this point. I had played with Box2D and its Java port a couple of years ago, and the perspective of getting all that\u00a0 to work again was not very enjoyable.<\/p>\n <p>Time was running out already and I had no interesting idea. Well, in that case, the point is to start doing something. So I started the basic structure of a game, a simple framework to have at least something to play with. Then I just started to make a 2D top-view game, just because it came that way. &#8220;Escape&#8221; was easy to fit on a closed room setting, with classic stealth games as examples.<\/p>\n <p>Well I was getting into the basic level loading of the game and I decided that I wanted to get a nice lighting system for my game, like the ones you have on rogue likes but better, just because I needed the challenge of doing something new with this competition.<\/p>\n <p>And that was a huge mistake. The way I implemented this was buggy at best, and the code is a huge pile of handling special cases, getting around floating point errors and is probably performing very bad in a lot of cases\u2026<\/p>\n <p>But it worked relatively well. Sadly I ended up having a stable engine on Sunday late afternoon, leaving too little time for making a real game. &#8220;Never give up, never surrender&#8221; as they say. That&#8217;s the spirit of the competition. You make choices, some work, some don&#8217;t. But you keep on coding.<\/p>\n <p>Making the light\/switch system, enemies took me the last part of the day. Midnight, getting tired, and far from having a game. Polish, music and level design would have to wait. I could not sleep, having ideas to improve the poor gameplay of the game as my wife was happily dreaming by my side.<\/p>\n <p>6am, already up, 5 hours to go. Code a few ideas, breakfast and coffee. Coffee. Coffee. It was 9:30. Quick, let&#8217;s make some music\/sounds. Two sound effects done with the microphone of my laptop, and the music took five minutes to create, with 2 of them to choose the pad in Ableton. Just 8 bars, a very simple chord progression and a very basic drum loop. Add a bit of fading and done. Not enough time to do better.<\/p>\n <p>10am and I had no levels!!! One hour later I had three tutorial levels and four main levels. None of them is very interesting, but it was time to pack. The game was &#8220;ready&#8221; just on time, but the server had trouble, extra twelve hours to submit? I managed to squeeze my <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-21\/?action=preview&amp;uid=5189\">submission<\/a> a few minutes after the original deadline (well, I also needed to go to work eventually on this Monday). Resisting the temptation to use those extra hours to do better would be a bad idea\u2026<\/p>\n <p>Just checking that the game starts on all platforms and I called it done. 48h is short, but getting something done in that time frame is very challenging but so rewarding. I learned a lot on how to crunch, and how to cope with failure.<\/p>\n <p>See you next time, Ludum Dare!<\/p>","time":"August 22nd, 2011 8:00 am","title":"Evasion \u2013 Post Mortem"}