{"author_name":"sfernald","cat":"LD #19 - Discovery - 2010","comments":[{"author_name":"machinas","time":"January 6, 2011 1:44 am","epoch":1294296240,"text":"I feel ya on the game toolkits, but it seems pretty hard to draw a line. That being said, I also hope that tool kit or not, good design will always show through. Same for modeling and audio. I do wish there was some recognition for technical achievement, but again hard to judge.","spam":"N"},{"author_name":"machinas","time":"January 6, 2011 1:46 am","epoch":1294296360,"text":"Also, will be curious to see if the end result of the dare prove out anything about tool kits. I&#8217;m optimistically skeptical.","spam":"N"},{"author_name":"Devenger","time":"January 8, 2011 6:16 pm","epoch":1294528560,"text":"I think there&#8217;s a natural equilibrium thing that prevents &#8216;toolkit&#8217; users having an unfair advantage. The greater an extent you rely on your given toolkit&#8217;s default capacity (for example, Unity&#8217;s physics that allows you to plant a big 3D model in your game and call it a level), the less ways you have to make your game stand out and be truly innovative. And I&#8217;m sure I&#8217;m not the only person who struggles to place &#8216;Fun&#8217; any more than one star above &#8216;Innovation&#8217; when rating most games &#8211; the fun part for me (often) is finding games with cool features that make me think or gasp. Generally, games for which no\/little code has been written just aren&#8217;t as original, most of them just platformers where you move some object around in the hope of getting somewhere else. (Certainly there&#8217;s a couple of exceptions I&#8217;ve seen, though. Also, feel free to call hypocrite, given my entry&#8230; sorta.)","spam":"N"},{"author_name":"sfernald","time":"January 9, 2011 6:06 pm","epoch":1294614360,"text":"Well, of course, the problem is there are virtuosos out there that can accomplish a ridiculous amount with code.","spam":"N"}],"epoch":1294253760,"likes":0,"metadata":{"p_key":"67575","p_author":"sfernald","p_authorkey":"258","p_urlkey":"103378","p_title":"Postmortem","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1294253760","p_likes":"0","p_comments":"4","p_status":"UPD5","us_key":"258","us_name":"sfernald","us_username":"sfernald","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>my game this contest:<br \/>\n http:\/\/www.kongregate.com\/games\/Dogstar669\/in-the-darkness-i-shall-fall<\/p>\n <p>This was the first time I used a toolkit like Unity to make my game rather than writing it all in code. I chose to do this because I knew I would be limited on time; I had two long Christmas parties scheduled for that weekend. In essence, I only probably had about 12-15 hours to make my game.<\/p>\n <p>Well, thanks to Unity I think the game came out pretty well considering how limited my available time was. It is a pretty fun game (though super simple) and there are five levels and some cool sounds and music too.<\/p>\n <p>My determination after using Unity in this contest, after having written code in all my many past entries, is that clearly those that use Unity and the like have an unfair advantage in the game competition. In fact it is not even close. I spent almost no time writing code and completely leveraged the physics and other aspects of Unity that came for free in the toolkit. Instead I could spend all my time in 3DS Max creating levels. I love the fact that I have finally done enough video courses in 3DS Max to actually use it effectively for the game competition! Besides the music and sounds effects, all my time was spent creating levels and testing levels (probably 50\/50 time spent on each).<\/p>\n <p>I think as a result, for this contest to actually mean anything, we need to consider separating the game toolkit entries from the code entries. I can say from actual experience now that there is no comparison between the two, and comparing what one person does in code is just not in any way fair to compare to what another does in a toolkit such as Game Maker or Unity. Let&#8217;s maybe consider this for next time. Why bother to rate at all if the competition is fixed, right?<\/p>\n <p>My levels were static, so I created them as one gigantic model in 3DS Max, rather than assemble them from prefabs in Unity. I think this saved time as well. But it limited what I really could do on levels (no moving platforms and such). But I accepted that I wouldn&#8217;t have time for any extras anyway. I just wanted a basic game, simple but fun, with a win case and a lose case, and i think I accomplished my goal. I love how Unity handles levels. It makes it so easy to build additional levels once you have one finished.<\/p>\n <p>To give you an idea of how easy it was to create new levels for my game in Unity. This is all I had to do. Save level1 as level2. Delete the level1 terrain model. drag in the level2 terrain model. Scale the terrain to the appropriate size. Place the player at the starting position for the level. Place the win marker where I wanted it in the level. Save the level again. Play and test. That&#8217;s it. Took about one minute to setup and begin testing a new level.<\/p>\n <p>I wanted to spend no more than one hour on sounds and music. So I quickly assembled a kind of new agey tune with my Axiom Pro 61 keyboard, Cubase 5 and Omnisphere. The sound effects for falling and winning were actually tunes I created with the keyboard and Omnisphere as well. I really like the falling sound for some reason. I was pretty happy with the sounds and spent no longer than an hour on them. And Unity made it less than trivial to bring them into the game.<\/p>\n <p>At first, I wasn&#8217;t planning on having a start screen, but then before going to bed on the first night, I thought I would give it a try. My goal was to spend less than 20 minutes on it. I quickly sketched something out on paper with pencil (my favorite way to draw) and scanned it into photoshop. I love to draw, but I&#8217;m not very good at it, but I do much better with pencil than the mouse or tablet. The only way I can really do decent computer art is to create something with pencil and then use illustrator pen tool to redo it to make it look decent. Didn&#8217;t have time for that here. Wasn&#8217;t really happy with my little sketch, but didn&#8217;t have any more time to allocate to it. So what I did was I tested a few different filters and found one that made it look like it was night and I thought that it at least conveyed the idea of the game and gave it a bit of style. The text really needed to be redone, but I just didn&#8217;t have time for it. <\/p>\n <p>With Unity, it was easy to add buttons, but I had no idea how to make buttons that would fit the art, so I didn&#8217;t bother. Had to move on. Think I spent probably about an hour on the start screen including art and the coding of it.<\/p>\n <p>So I then spent the rest of the time creating the levels. One level I created I didn&#8217;t use because I tried to create rolling hills, but for some reason I couldn&#8217;t get the lighting to show that the hills and valleys even existed. It made it impossible to get through the level because the player couldn&#8217;t tell you were trying to go up a hill. I tried a black and white checkerboard texture on the level floor (ala marble madness) and that showed the depth, but the lighting was off, so the player could see the entire level at once. I didn&#8217;t have time to mess with it any more so I just decided to try to keep the levels more or less flat (although there is a slight depth here or there, nothing too outrageous). If I did a new version that is one thing I would definitely add because I think I could create much more fun levels with more bumpy terrain and curves and stuff.<\/p>\n <p>Anyway, I&#8217;m happy with it. It&#8217;s on kongregate. I&#8217;m already getting some inquiries on companies interested in it. And I&#8217;ve already made my $1+ from advertising!<\/p>\n <p>Hope you enjoy and I hope the powers that be consider separating out the code entries from the toolkit entires, because I can now tell you having done them both, that the amount of work needed to make a game with these toolkits is just a small fraction of what is required to make a game with all code.<\/p>","time":"January 5th, 2011 1:56 pm","title":"Postmortem"}