{"author_name":"mitch","cat":"LD #19 - Discovery - 2010","comments":[],"epoch":1292886720,"likes":1,"metadata":{"p_key":"67672","p_author":"mitch","p_authorkey":"3094","p_urlkey":"103475","p_title":"Discoverer \u2013 Post Mortem","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1292886720","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"3094","us_name":"mitch","us_username":"mitch","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>First things first, I finally got the timelapse to upload!<\/p>\n <p><a href=\"http:\/\/www.youtube.com\/watch?v=aKq3coXRXYg\"><img class=\"alignnone size-large wp-image-37809\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/TimelapseScreenshot-550x334.png\" alt=\"\" width=\"550\" height=\"334\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/TimelapseScreenshot-300x182.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/TimelapseScreenshot-550x334.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/TimelapseScreenshot.png 641w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p><a href=\"http:\/\/www.youtube.com\/watch?v=aKq3coXRXYg\">Discoverer &#8211; 48H Timelapse<\/a><\/p>\n <p>Now onto the post mortem.<\/p>\n <p><strong>What Worked<\/strong><\/p>\n <ol>\n <li><strong>The Idea<br \/>\n <\/strong>The idea was simple enough.What I&#8217;ve found from working on other projects, is that I tend to get carried away with the idea, and never actually work on the game itself. So for the LD I forced myself to set out the idea, and then not to alter the idea too much (Slight variations were okay though!)<\/li>\n <li><strong>Enemies as Turrets<br \/>\n <\/strong>Having the enemies as turrets turned out to be better in the end (In my opinion anyway :P). Rather than have crummy AI that wouldn&#8217;t have been able to follow the player properly, the turret concept got better the more I went with it, and started to explore ways in using the concept more (Teleporting turrets anyone? :)).<\/li>\n <li><strong>Simple Graphics<br \/>\n <\/strong>I know that I&#8217;m not a good graphics artist, and that to pull off anything fancy, I have to take time. Having said that, I think that I&#8217;ve done a good job of it&#8217;s looks, even if it was a bit &#8220;quick and dirty&#8221;.<\/li>\n <\/ol>\n <p><strong>What Didn&#8217;t Work (As Expected)<\/strong><\/p>\n <ol>\n <li><strong>Map Generation<\/strong><br \/>\n The map generation was quite\u00a0appalling\u00a0in the end. I had\u00a0envisioned\u00a0that the generator would build structures and challenges that got more complex as the player went though the game. But in the end I ran out of time, and it never really progressed. When I do a &#8220;remake&#8221; of this project after the comp, map generation is\u00a0definitely\u00a0on the list of things to fix.<\/li>\n <\/ol>\n <p><strong>What Never Made It In<\/strong><\/p>\n <div id=\"attachment_37754\" style=\"width: 250px\" class=\"wp-caption alignright\"><a rel=\"attachment wp-att-37754\" href=\"http:\/\/www.ludumdare.com\/compo\/2010\/12\/20\/discoverer-post-mortem\/discovererchallenges\/\"><img class=\"size-medium wp-image-37754\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/DiscovererChallenges-240x300.png\" alt=\"\" width=\"240\" height=\"300\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/DiscovererChallenges-240x300.png 240w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/DiscovererChallenges.png 373w\" sizes=\"(max-width: 240px) 100vw, 240px\" \/><\/a><p class=\"wp-caption-text\">Challenges... never quite made it in...<\/p><\/div>\n <ol>\n <li><strong>Weapons \/ Treasure Chests<br \/>\n <\/strong>I had also planned that the player would get more powerful weapons as they progressed through the game, but in the end, it was left out as the mechanic wasn&#8217;t in place, which meant that having it in there would have broken the style of gameplay that I was going for.Again, this is one of the things that I hope to fix when I look at it again.<\/li>\n <li><strong> Challenges<\/strong><br \/>\n Something else that I had hoped to have working in the final version of the game, but it never did make it in. If they were in, they would have been like the boss levels, except that they wouldn&#8217;t have been required to progress through the game.<\/li>\n <li><strong>The Final Boss<\/strong><br \/>\n The final boss, also, never made it. <span style=\"color: #c0c0c0\">It<\/span> The\u00a0idea was that after you had gotten the 4 keys from each of the arms, you would then fight a final boss before finishing the game. Ah well, maybe in 2.0 \ud83d\ude1b<strong> <\/strong><\/li>\n <\/ol>\n <p><span style=\"color: #c0c0c0\">And that&#8217;s that done. Now to downgrade the required framework from 4.0 to 3.5 (Or even 3.0!) \ud83d\ude1b<\/span><\/p>\n <p><strong>Update:<\/strong> Have uploaded another copy of the game that targets C#2.0 instead of C#4.0 (Source code included, slight alterations to some files, <em>optional paramaters<\/em> aren&#8217;t supported by C#2.0 :P), the download link for it can be found on the <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-19\/?action=preview&amp;uid=3094\">submission page<\/a>.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/timelapse\/\" rel=\"tag\">timelapse<\/a><\/p>","time":"December 20th, 2010 6:12 pm","title":"Discoverer \u2013 Post Mortem"}