{"author_name":"SonnyBone","cat":"LD #17 - Islands - 2010","comments":[],"epoch":1272493560,"likes":0,"metadata":{"p_key":"70592","p_author":"SonnyBone","p_authorkey":"1365","p_urlkey":"106413","p_title":"SEA HOSS \u2013 Post Mortem \/ Comment Response","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272493560","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1365","us_name":"SonnyBone","us_username":"sonnybone","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>SAVORY SEA HOSS ended up being a complete success for me. I say this for 3 very important reasons.<\/p>\n <p>1) I set out to make a game with an objective that could actually be reached (unlike my LD16 entry), and I wanted to include SFX and MUSIC (unlike my LD16 entry)<\/p>\n <p>2) I wanted to make something visually and mechanically unique<\/p>\n <p>3) I wanted to make something FUN \/ FUNNY<\/p>\n <p><a rel=\"attachment wp-att-18791\" href=\"http:\/\/www.ludumdare.com\/compo\/2010\/04\/25\/the-final-countdown\/screenshot-2-7\/\"><img class=\"alignleft size-large wp-image-18791\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Screenshot-21-550x334.png\" alt=\"Screenshot-2\" width=\"550\" height=\"334\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Screenshot-21-300x182.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Screenshot-21-550x334.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/Screenshot-21.png 750w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p><span id=\"more-20125\"><\/span><\/p>\n <p>I knew these 3 things before the theme was even being voted on. I decided this after LD16, when I looked back at what I had done wrong. For starters, I completely ignored my GOOFY instincts and tried to make something SUPER SERIOUS. I can do that sort of thing, but it doesn&#8217;t come as natural, thus taking MUCH longer to create as I&#8217;m constantly arguing with myself over how to handle certain things. By using my naturally goofy \/ ridiculous initial ideas for LD17, I was able to crank something out at rapid pace, with little to no difficult decision making. Everything just sort of fell out of my head and I didn&#8217;t second guess it.<\/p>\n <p>Secondly, on my list of things that I screwed up during LD16, I failed to understand what was truly possible in 48 hours. The game I attempted to create in December of &#8217;09 was simply impossible. Sure, I got most of the very basic framework down, but what I had in my head was SOOOOO far away from what ended up on my screen. I seriously had about 10 percent of my planned content realized in the actual released code. I didn&#8217;t make that mistake this time. Sure, there were some things that I didn&#8217;t have time to implement, but my list was MUCH smaller and more realistic. Any time I seriously questioned whether or not I could fit something in, I&#8217;d either scrap it or find a way around it. I stuck to my 5 core ideas and saw them through to the end, and it left me with time to add extras. Very awesome.<\/p>\n <p>Lastly, I totally postponed the implementation of AUDIO for LD16. I postponed it so deep into the competition that it became an impossibility. My game was silent, which was something I REALLY wanted to avoid. For LD17, I made sure to implement SFX during my second phase of development on Saturday. Then, at the end of the day on Sunday, I had time to make a quick song and wrap it all up.<\/p>\n <p>So what about LD17? What did I screw up this time?<\/p>\n <p>First of all, I got a late start. I didn&#8217;t do a single thing on Friday night but sit in the IRC chat and try to come up with an idea. I sketched some junk on paper, played some games for inspiration, listened to some reggae, and basically wasted 4 good hours. I was seriously stumped, so I just went to sleep with serious doubts. I woke up the next morning, walked my dog, got something to eat, and sat down to look at my concept art from the night before. You see, I was going about it all wrong on Friday. I was making concept art and trying to think of a way to turn it into &#8216;game art&#8217;. HOW STUPID! My ART was already right there in front of me! So basically my concept art BECAME my game. That&#8217;s when I came up with the &#8216;Crayola&#8217; \/ &#8216;Squigglevision&#8217; art style for my game as a way to CHEAT. I could have a character with very little frames of actual animation, but the art style made it look 10 times more lively. WOOT.<\/p>\n <p>So I drew the main character and some scenery, then I tweaked the player movement for several hours until I was satisfied.<\/p>\n <p>But that&#8217;s all I had. A purple thing in a orange vest on a leaf floating in the water near an island.<\/p>\n <p>I had NO IDEA what the actual gameplay would consist of until my brain muttered something about the &#8220;meat and potatoes&#8221; of my game. I immediately drew a potato and created a quick and dirty mechanic that allowed me to toss infinite potatoes into the air. \u00a0For basically no reason. I then added some gravity, randomized the TOSSIN&#8217; angle \/ speed, and created the water splash sprite. I didn&#8217;t even have time to really stop and think if it was even a good idea. It was already decided. My game would be a bout a purple guy in an orange vest on a leaf&#8230; in the ocean&#8230; near some islands&#8230; throwing food into the air.<\/p>\n <p>AND SO SAVORY SEA HOSS WAS BORN<\/p>\n <p>It made no sense, but I giggled the entire time, and I had a friggin&#8217; blast. I learned a A LOT during LD17, and I can&#8217;t express how grateful I am that this entire thing exists. Ludum Dare is the single most powerful learning experience I&#8217;ve ever had in game design. It&#8217;s almost magical.<\/p>\n <p>No, fuck that.<\/p>\n <p>It IS magical.<\/p>\n <p>Thank you, Ludum Dare.<\/p>\n <p>NOW&#8230;. ON TO SOME GAME COMMENTS AND RESPONSES<\/p>\n <blockquote><p>crackerblocks says &#8230;<\/p>\n <p>a tour de force!<\/p><\/blockquote>\n <p>Coming from YOU, that is amazing. Your LD16 entry was HANDS DOWN, my absolute favorite. It was pure genius. Hilarity at my fingertips. Most LD games get one playthrough&#8230; TWO if they&#8217;re lucky. I replayed EL DORADO like 40 times in one night. And as for your LD17 entry, I recently found out that I REALLY like hockey, so I couldn&#8217;t have been more pleased with your game. I hope to see you around for LD18 and beyond.<\/p>\n <blockquote><p>\n dgfitch says &#8230;<\/p>\n <p>EPIC.<\/p><\/blockquote>\n <p>LOL<\/p>\n <p>I wouldn&#8217;t describe my game as EPIC at all, but I&#8217;m thrilled that you did. Thanks for playing and thanks for the comment.<\/p>\n <blockquote><p>\n Tyler says &#8230;<\/p>\n <p>Love the art style. I really wish you had more levels\/gameplay, but the art certainly compensates.<\/p><\/blockquote>\n <p>Yeah, I have some GREAT ideas for where I want to go with this game, and it definitely includes MORE MORE MORE of everything. I&#8217;m glad you dig the art so much. Thanks for the comment!<\/p>\n <blockquote><p>\n Jonathan Whiting says &#8230;<\/p>\n <p>Completely and utterly nuts, but in the great way.<\/p><\/blockquote>\n <p>Now THAT&#8217;S what I want to hear. Speaking of nuts, I had an idea for one of the castaways to yell, &#8220;HEY! PEANUTS!&#8221; and then you&#8217;re suddenly wearing a red and white striped outfit and you have to toss bags of peanuts at him for bonus points while the background randomly changes into a baseball stadium. Kind of like a MIRAGE type thing. Yeah. NOT POSSIBLE IN 48 HOURS. lol<\/p>\n <blockquote><p>\n Diet Chugg says &#8230;<\/p>\n <p>Forget logic kill all the survivors! Simple and Hilarious game. I had a feeling it was going to be funny just by reading the instructions. The music was great would of loved to see some humorous sound effects added.<\/p><\/blockquote>\n <p>SIMPLE and HILARIOUS is certainly what I wanted to achieve, so I&#8217;m really happy that you say that. I&#8217;m glad you also liked the music. It was not easy trying to crank out a song in under 30 minutes to fit this type of theme. The one thing I had to cut from the game that was pretty high on my EXTRAS list were the hilarious sound effects. It&#8217;s certainly something I&#8217;ll be adding in the &#8216;final&#8217; game.<\/p>\n <p>If you haven&#8217;t played my game, I&#8217;d love it if you&#8217;d do that right now. And comment. I love that, too.<\/p>\n <p>http:\/\/www.ludumdare.com\/compo\/ludum-dare-17\/?action=rate&#038;uid=1365<\/p>\n <p>Alright. I&#8217;m off to play and rate some more games. Thanks for reading\/playing. See you guys in that FYOOOOOOCHA!!!<\/p>\n <p style=\"text-align: left\">","time":"April 28th, 2010 5:26 pm","title":"SEA HOSS \u2013 Post Mortem \/ Comment Response"}