{"author_name":"Frib","cat":"LD #20 - It's Dangerous to go Alone! Take This!","comments":[],"epoch":1304334660,"likes":2,"metadata":{"p_key":"65823","p_author":"Frib","p_authorkey":"3939","p_urlkey":"101619","p_title":"Heroic Cat \u2013 Post Mortem","p_cat":"LD #20 - It's Dangerous to go Alone! Take This!","p_event":"LD20","p_time":"1304334660","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"3939","us_name":"Frib","us_username":"frib","event_start":"1304035200","event_key":"6","event_name":"LD20"},"text":"<p><strong>Warning: Here be SPOILERS. Don&#8217;t read if you haven&#8217;t finished it. It should take you about 10 minutes to play through if you finish each level at a decent pace.<\/strong><\/p>\n <p><strong>Yes. Heroic Cat has Spoilers. Can you believe it?<br \/>\n <\/strong><\/p>\n <p>This was my first Ludum Dare I&#8217;ve ever participated in, and I had no idea what to expect and how far I would get in 48 hours. I didn&#8217;t prepare that much. I had my tools (visual studio, paint.net, bfxr and audiotool), but I had no pre-existing engine code or whatever, nor did I have any external libraries, engines or frameworks (bar XNA of course) to use.<\/p>\n <p><strong>Progress<\/strong><\/p>\n <p>When the theme was announced at 4 AM, I immediately started working out my idea. 2D sidescrolling platformer, cat being hero, save princess, common enemies, etc. This didn&#8217;t take that long. I had a rough idea about what I wanted to do, and figured I&#8217;ll just expand on it when I get to it. I then started working on the engine. Tilebased, basic collision for that, and collision between entities. I also wanted simple AI commands put into the map itself to control the green guy. At 9 AM I had the first 2 levels, including an enemy and basic AI. The core of my engine was done! I then went to sleep.<\/p>\n <p><span id=\"more-51789\"><\/span><\/p>\n <p>The next day I continued working on content and levels. I added the crushing dude, rope, the feather, and continued working on levels. Progress didn&#8217;t go very fast, with each level taking an hour or more to develop. I think the last level I did that day was the one with the &#8216;castle&#8217; entrance with the heart. And I made the &#8216;final&#8217; level, which is the part with the princess. At that point you weren&#8217;t trapped in jail yet, but you couldn&#8217;t get out either, and your cat would turn into a skeleton after the narrator stopped narrating.<\/p>\n <p>On the last day I continued working on some levels. I added the fireball dudes, fixed some issues with map transitions, and then I got a brilliant idea at about 6 hours left. Instead of dying alone, you&#8217;d be rescued by a firebreathing guy, and then you&#8217;d go back and burn the house down of the hero. An epic plot twist indeed. So I worked on the firebreathing hero, and recreated the second-to-last level. But then I realized backtracking was silly, so I took the underground route. I only ended up making a few new levels, but there&#8217;s still room for more in between them.<\/p>\n <p>Anyway, I had a lot of fun making the &#8216;final final&#8217; ending, where the guy burns their house down with combustible lemons. Then I added the level before that, with the guards. I also replicated all changes to the first levels before the plot twist. And after adding the credits screen, the game was practically done, and I had about 1.5 hours left. Enough time to give it a few full playtests, package it up, let someone else test, and then to finally submit it!<\/p>\n <p><strong>Things that are missing<\/strong><\/p>\n <p>Things that didn&#8217;t make it were the ability for the green guy to get a sword or shield, and other random items\/powerups. But that was before I came up with the plot twist. In hindsight I should&#8217;ve added a few more woodburning puzzles, but I had trouble thinking up puzzles as is. Also, I&#8217;m glad I didn&#8217;t do animations. I wanted them at first, but thought &#8216;meh, it will just take up time&#8217;. If I chose to do animations, I&#8217;d be swamped and it would probably take me another day to finish. Also, I wanted the ending cutscene to be the firebreathing dude and the cat making baby firebreathing dragon kittens or something for a sequel, but alas, I didn&#8217;t do that.<\/p>\n <p><strong>Things that should&#8217;ve been done differently<\/strong><\/p>\n <p>I wish I had time to fix my tile collision code. Sometimes it freaks out and warps entities away. I suspect it&#8217;s rounding issues (I casted lots of stuff to ints because I was lazy) but instead I worked around it by preventing it from &#8216;naturally&#8217; happening. I sort of know when the bug happens as it is a little predictable. But still, nasty stuff that&#8217;s bugging me now. Also, in hindsight, I&#8217;d add a music mute button and I&#8217;d also make escape work a little different. Full screen toggle would be nice as well. But hey, you can&#8217;t have it all. I&#8217;ll remember those for next time.<\/p>\n <p><strong>Final thoughts<\/strong><\/p>\n <p>But still, I&#8217;m very happy with the result. I learned a lot from it as well, especially about what I can do in 48 hours. For my next game I&#8217;ll probably create something with less levels, or levels done in a different way. Creating puzzles is not my strongest point, and often I&#8217;d have no idea what to do for 30 minutes.<\/p>\n <p>For the next time, I might try another language, probably one for the web. Developing in XNA is sweet but I noticed that the few people testing it never had XNA 4.0 installed. And like them I know the pain of installing crap like that when all you want to do is extract and play (or only play).<\/p>\n <p>In any case, I&#8217;m in for LD21 \ud83d\ude00<\/p>","time":"May 2nd, 2011 6:11 am","title":"Heroic Cat \u2013 Post Mortem"}