{"author_name":"eli","cat":"LD #17 - Islands - 2010","comments":[],"epoch":1272567000,"likes":0,"metadata":{"p_key":"70580","p_author":"eli","p_authorkey":"1395","p_urlkey":"106401","p_title":"\u201cYou are me now\u201d ante-mortem","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272567000","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1395","us_name":"eli","us_username":"eli","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>Post-mortem, being something we may analyze after its untimely passing, strikes me as being the wrong approach. I would like to present a short <em>living <\/em>analysis; an <em>ante-mortem<\/em>, if you will.<\/p>\n <div id=\"attachment_20190\" style=\"width: 250px\" class=\"wp-caption aligncenter\"><img class=\"size-full wp-image-20190\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Huge-Enemy.png\" alt=\"yippppp yip yip yip yip yip yip\" width=\"240\" height=\"240\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Huge-Enemy-150x150.png 150w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Huge-Enemy.png 240w\" sizes=\"(max-width: 240px) 100vw, 240px\" \/><p class=\"wp-caption-text\">yippppp yip yip yip yip yip yip<\/p><\/div>\n <p>Building <em><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-17\/?action=rate&amp;uid=1395\">You are me now<\/a><\/em> was wonderful, mostly because it had closure, but I do not consider it complete. The central idea, using the Islands metaphor as a physical mechanic, falls short of my initial thoughts when considering the theme when it was announced. While walking around Tel Aviv&#8217;s Neve Tsedek neighborhood, I chanced upon some graffiti that seemed to fit the idea of making islands stop being islands. (Continued&#8230;)<\/p>\n <p><span id=\"more-20187\"><\/span><\/p>\n <div style=\"width: 343px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.flickr.com\/photos\/coldphage\/4551600499\/\"><img src=\"http:\/\/farm4.static.flickr.com\/3427\/4551600499_60f4f940fa.jpg\" alt=\"inspirational graffiti in Neve Tsedek\" width=\"333\" height=\"500\" \/><\/a><p class=\"wp-caption-text\">inspirational graffiti in Neve Tsedek<\/p><\/div>\n <p><strong>Concept, plot, story<\/strong><\/p>\n <p>To be honest, the original idea I had doesn&#8217;t work as a game makable in 48 hours. Infecting NPCs with your brain waves, becoming a kind of hive mind, spreading your mental capabilities. Instead, the graffiti solidified a simpler concept of trading places with your enemy, using a kind of teleportation mechanic.<\/p>\n <p>I liked the idea of &#8220;Islands&#8221;, and it made its way into the game as a settings and a further mechanic. This, too, could use some expansion. Lowering the water level between the islands should be more than just a switch buried in the ground. It needs to be connected to the psychic capabilities as well. Lowering the water level should connect you more with other &#8220;minds&#8221;, allowing you greater freedom. It should make your clone-self last longer, or jump higher, enabling you to visit locations previously inaccessible.<\/p>\n <p>It was due to this partial thought that the ending is not very satisfying. A truer ending would include a feeling of mastery, as you have swept an\u00a0archipelago\u00a0populace into a transcendent state. But nothing along those lines was available in this time frame, so I opted for keeping the ending simple and blunt.<\/p>\n <p>The story is hopefully somewhat implied, but it ended up being mostly absent. I didn&#8217;t get around to writing big texts, or adding any sort of characterization.<\/p>\n <p><strong>Technical<\/strong><\/p>\n <p>Having played around with Flixel these past few months, getting a simple game up and running was extremely fast. Approximately half of the time was spent on code as it was on graphics, and very little time wasted on bugs (though I did have a few annoying ones).<\/p>\n <p>One major time-drain was getting the maps and tiles to work. I have used Mappy-&gt;Flixel in the past, but this game incorporated more layers than ever before, and my workflow is a pain. Next time, I&#8217;ll probably use a different map editor program, like Flan perhaps.<\/p>\n <p>I wishy-washied between GraphicsGale and Inkscape a bit too much, and the resulting pixels are pretty bad. My friend and LD-jam-mate, <a href=\"http:\/\/www.ludumdare.com\/compo\/?category_name=ld-17&amp;author_name=danielzoran\">Daniel Zoran<\/a>, explained how I should really be making the tilesheets (make a big square page so you see how they fit together), instead of my 1-dimensional tile sheets. Definitely on my list of things to learn how to do.<\/p>\n <div id=\"attachment_20194\" style=\"width: 250px\" class=\"wp-caption aligncenter\"><img class=\"size-full wp-image-20194\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Huge-Player.png\" alt=\"What? What is, what is this thing?\" width=\"240\" height=\"240\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Huge-Player-150x150.png 150w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Huge-Player.png 240w\" sizes=\"(max-width: 240px) 100vw, 240px\" \/><p class=\"wp-caption-text\">What? What is, what is this thing?<\/p><\/div>\n <p><em>I can&#8217;t believe I made music!<\/em> This part really contributed to my feeling of accomplishment, when seeing the finished product. I think next time, I would want to extend beyond sfxr sounds, or at least learn how to layer them together with an external program, to add complexity. but daaaaaaang, I made a whole game, including music and sound effects, winning condition, and bad guys.<\/p>\n <p><strong>Gameplay<\/strong><\/p>\n <p>This one hurts the most. During the last hours of the competition, I neglected playtesting, even though multiple opportunities presented themselves. Even something as simple as tuning the jump mechanic &#8211; this could have added much in the way of playability. After the compo was over, I watched a non-gamer play, and I was ashamed that I left so many little annoyances in.<\/p>\n <p>Also, more feedback to the player would have helped. It isn&#8217;t obvious that backtracking is necessary, and the checkpoint markers were misidentified as information booths (or even telephones, perhaps because of their sound when activating).<\/p>\n <p><strong>External<\/strong><\/p>\n <ul>\n <li><strong><span style=\"color: #0000ff\">DO<\/span><\/strong>: keep track of your time! Excel is your friend. It says I spent 20.06667 hours working on Ludum Dare.<\/li>\n <li><strong><span style=\"color: #ff0000\">DON&#8217;T<\/span><\/strong>: drink caffeine late at night <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/> I had a very bad night&#8217;s sleep during the compo.<\/li>\n <li><strong><span style=\"color: #0000ff\">DO<\/span><\/strong>: have a great friend like Daniel, to keep each other smashing away at the keyboard.<\/li>\n <li><strong><span style=\"color: #0000ff\">DO<\/span><\/strong>: get the hell out of the house!!! It probably saved my life, going for walks every day. Also, this is how I found the inspirational graffiti (pictured above).<\/li>\n <li><strong><span style=\"color: #0000ff\">DO<\/span><\/strong>: have a supportive spouse! <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/li>\n <\/ul>\n <p>Thank you for reading. Thank you for playing. Thank you for leaving meaningful comments.<\/p>\n <p>Play <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-17\/?action=rate&amp;uid=1395\">You are me now<\/a>.<\/p>\n <p>ps. Thank you, Ludum Dare! I can&#8217;t wait for the next one.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/analysis\/\" rel=\"tag\">analysis<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ante-mortem\/\" rel=\"tag\">ante-mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/antemortem\/\" rel=\"tag\">antemortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-compo\/\" rel=\"tag\">post-compo<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a><\/p>","time":"April 29th, 2010 1:50 pm","title":"\u201cYou are me now\u201d ante-mortem"}