{"author_name":"refrag","cat":"LD #17 - Islands - 2010","comments":[],"epoch":1272387240,"likes":0,"metadata":{"p_key":"70616","p_author":"refrag","p_authorkey":"1277","p_urlkey":"106437","p_title":"Postmortem & Timelapse","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272387240","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1277","us_name":"refrag","us_username":"refrag","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>Another great weekend. Ludum Dare is such a special event. You go  into it knowing it&#8217;s going to be a boatload of work. You know you&#8217;re  going to lose sleep and probably not eat very healthy. But all the pain  and suffering is over in 48hrs and all you&#8217;re left with is a game you  made yourself.<\/p>\n <p><a title=\"Play Roller-Derby 20XX\" href=\"http:\/\/www.refrag.com\/gamedev\/LD17\/\" target=\"_self\"><strong>Play &gt;<\/strong> Ludum  Dare Build<\/a><a title=\"[refrag] LD#17\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-17\/?action=rate&amp;uid=1277\" target=\"_blank\"><strong><br \/>\n <\/strong><\/a><a title=\"Roller-Derby 20XX: Development Timelapse\" href=\"http:\/\/www.youtube.com\/watch?v=wBxNo9Uq9Nw\"><strong>Watch<\/strong> &gt; Time-Lapse Video of Development<\/a><a title=\"Vote - Roller-Derby 20XX\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-17\/?action=rate&amp;uid=1277\" target=\"_self\"><strong><br \/>\n Link<\/strong> &gt; Ludum Dare #17 Vote Page<\/a><\/p>\n <p><span id=\"more-19936\"><\/span><strong>Concept Discovery:<\/strong><\/p>\n <p>LD #17&#8217;s theme ended up being &#8220;Islands&#8221;. To say I was unprepared for  this theme choice would be an understatement. I spent the first hour  sketching out possible ideas. None of them were really resonating with  me. In the back of my head I really wanted to make a Roller-Derby themed  game so I decided to shoe-horn it into the &#8220;Islands&#8221; theme. I talked  over the concept with Melinda during dinner and committed to the idea of  a Roller-Derby themed side-scrolling, platformer, &#8220;chase&#8221; game. My  technology of choice was Flixel.<\/p>\n <p><strong>Flixel:<\/strong><\/p>\n <p>In all my previous Ludum Dare entries I&#8217;ve used my own custom  libraries with the standard Flash Professional IDE. This generally meant  a lot of copy and pasting code snippets and writing up simple classes  from scratch. After LD #16 in December I started learning Flixel along  with Flash Builder. I hadn&#8217;t yet built anything to the complexity I was  going to attempt with my LD#17 project.<\/p>\n <p>Flixel did not disappoint. It was extremely easy to work with and  iterate rapidly within. I had a side-scroller with enemies and  dynamically generated platforms within only an hour or so. I&#8217;d never  used the FlxBlock object before, but these handy items created my  random, dynamically generated world.<\/p>\n <p>I actually found I had far fewer excuses to hide in my code. The  stability and ease of building my tech meant I was forced to spend far  more effort on art and gameplay tweaks. It&#8217;s way easier to put off  making better art if there&#8217;s a tech bug to squash.<\/p>\n <p><strong>Art:<\/strong><\/p>\n <p>I really really pushed myself here. I really don&#8217;t think I&#8217;m a good  artist when it comes to drawing things. It took a butt-load of effort to  start drawing out the roller-girl sprite sheet. I don&#8217;t think my  sprites turned out very good, but I&#8217;m just impressed that I managed to  get them to the level they are at.<\/p>\n <p>My background tiles I&#8217;m a lot happier with. I used some reference  shots from MegaMan 6 and basically copied the lighting techniques pixel  by pixel.<\/p>\n <p>Using the typical NES Palette was also something I&#8217;ve wanted to do in  a long time. It took a bit of trial and error over the weekend to get  my Photoshop workflow down such that I was always exporting .png files  with exact NES colors. I&#8217;m particularly impressed with my title screen  which has a photo of me (taken on Sunday morning).<\/p>\n <p><strong>Pressure:<\/strong><\/p>\n <p>I barely felt pressure this weekend. The confidence of working from a  strong codebase with so few unknowns meant I was rarely in the  situation of having crazy annoying showstopper bugs. I kept my scope  very tight figuring it was better to polish something small than to  overreach. In the end I decided to submit about 4hrs before the  competition end time.<\/p>\n <p>I mainly stuck to my typical schedule of Concept Discovery &amp; Prototyping on Friday night, Production on Saturday, and Polish &amp; Tuning on Sunday. This has worked well for me on two LD48 entries now.<\/p>\n <p><strong>Overall:<\/strong><\/p>\n <p>I got to do a lot of new things this weekend:<\/p>\n <ul>\n <li>Build a platformer<\/li>\n <li>Complete a reasonably sized project in Flixel &amp; FlashBuilder<\/li>\n <li>Go outside my comfort zone with pixel art<\/li>\n <li>Play with the NES Pallette<\/li>\n <\/ul>\n <p>I did all of this without stressing too much or hurting my brain  nearly as much as LD #16. I wasn&#8217;t taking the game too seriously either  (as you can probably tell) so I had a hell of a lot of fun just making  it as absurd as possible.<\/p>\n <p>My end game barely connects to the theme of &#8220;Islands&#8221; so I&#8217;ll most  certainly take a points hit there. But I do feel pleased in the fact  that Roller-Derby 20XX: Mega Islands of Awesome is quite fun!<\/p>\n <p>When is LD #18 again? What? Not till August? Booo&#8230;<\/p>","time":"April 27th, 2010 11:54 am","title":"Postmortem & Timelapse"}