{"author_name":"Henry McLaughlin","cat":"LD #19 - Discovery - 2010","comments":[{"author_name":"Devenger","time":"December 31, 2010 1:46 am","epoch":1293777960,"text":"I played your game, and it&#8217;s probably one of the most animation-intensive games I&#8217;ve played this LD. And much as the animations aren&#8217;t bad, they don&#8217;t make it any better a game than the simple platformer that it is. So, yes, you may want to try an approach that requires less art for each element of your games.","spam":"N"}],"epoch":1293683820,"likes":0,"metadata":{"p_key":"67587","p_author":"Henry McLaughlin","p_authorkey":"979","p_urlkey":"103390","p_title":"Thoughts About Future LD\u2019s \u2013 Where Time is Better Spent","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1293683820","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"979","us_name":"Henry Mclaughlin","us_username":"pycron","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>I like to make platformers now and then. One thing I&#8217;ve noticed, though, is that they require a great deal of artwork. Developing Evening, I spent a solid three or four hours on just the artwork for the terrain and three or four more for sprites of the girl.<\/p>\n <p>That&#8217;s time not spent on gameplay, time not spent on levels, time not spent on making it fun to play.<\/p>\n <p>That&#8217;s just not good when you&#8217;re working in a 48h\/72h time limit.<\/p>\n <p>I&#8217;m thinking that from here I&#8217;ll probably be making less animation-intensive things. Not necessarily art-light games, but games with a lower art-to-content ratio.<\/p>\n <p>Shumps come to mind, as do (very simple) strategy games. As well as puzzle games. But not platformers and certainly not fighting games.<\/p>\n <p>Just some thoughts I had.<\/p>\n <p>Peace<\/p>\n <p>&#8212; Mr. Dude<\/p>","time":"December 29th, 2010 11:37 pm","title":"Thoughts About Future LD\u2019s \u2013 Where Time is Better Spent"}