{"author_name":"Mirroar","cat":"LD #19 - Discovery - 2010","comments":[],"epoch":1293039780,"likes":0,"metadata":{"p_key":"67614","p_author":"Mirroar","p_authorkey":"2785","p_urlkey":"103417","p_title":"\u201cWhere can I go now?\u201d \u2014 Timelapse and Post-Mortem","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1293039780","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"2785","us_name":"Mirroar","us_username":"mirroar","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>The competition has passed and voting is underway, and I can think clearly again. This 19th Ludum Dare was my first competition of its kind, and I must say I enjoyed it very much.<\/p>\n <p><a href='http:\/\/www.youtube.com\/watch?v=gsBjjNvToTQ'>Timelapse on Youtube<\/a> (didn&#8217;t get it to embed, somehow)<\/p>\n <p>My thoughts are after the break.<\/p>\n <p><span id=\"more-38313\"><\/span><\/p>\n <p>When starting the competition and throughout the first day, I had a pretty good feeling about what I was doing and the ideas I had. It seemed doable in the time given, and the engine came along well. I started out with some placeholder graphics, programmed movement, camera and map pretty much the way they made it into the final game and I felt pretty good about it. I had working upgrades and resource collection to pay for those upgrades. Again, not much different from the final product. I took frequent breaks, ate somewhat well and had fun checking out the competition and reading what people were writing in IRC.<\/p>\n <p>However, during the second day, I was suffering from tiredness and felt more and more panic while I discovered that the last 10% are indeed more like the last 90%. After starting out with programming in pickups and a message dialog that I could use for progressing the story, I did a lot of work on the assets of the game and made the gameplay feel more comfortable.<\/p>\n <p>The reason for this was mostly my dwindling concentration. Creating graphics, putting in sounds and making the game as a whole look better was much more relaxing than actually working on story progression or combat. Thus, I really came short on providing actual content and some story. Instead of the multiple endings I was planning, I could barely manage to fit in a single one. enemies shooting at you, and you shooting back, along with the implied upgrades, also didn&#8217;t make it. The game works fine peacefully as it is, but the red aliens, supposed to be somewhat of a warrior race now look kind of stupid just moving close to the player and stopping.<\/p>\n <p>So what have I learned?<\/p>\n <p>Obviously, releasing a somewhat decent game within 48 hours is doable, but you have to make some cuts. For me, that probably means next time I&#8217;ll try to get as much gameplay and actual content done during the first half of the competition. After that, I guess it would be polishing and if necessary balancing a few things, and at long last adding sound and better graphics \u2014 if the time permits it.<\/p>\n <p>I was definitely lucky that my engine supported most of the things I was trying to do. I hardly had to write anything very complicated. And I actually found a few minor bugs in my base code that I could fix on the way.<\/p>\n <p>I&#8217;ll also have to find out how to release the game in a stand-alone way, since some people seem to be having problems with the applet.<\/p>\n <p>Either way, I&#8217;ll probably keep working on the game after christmas since I do like the idea and can think of a few ways to improve upon it.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/timelapse\/\" rel=\"tag\">timelapse<\/a><\/p>","time":"December 22nd, 2010 12:43 pm","title":"\u201cWhere can I go now?\u201d \u2014 Timelapse and Post-Mortem"}