{"author_name":"Ashera","cat":"LD #16 - Exploration - 2009","comments":[],"epoch":1260835920,"likes":0,"metadata":{"p_key":"71739","p_author":"Ashera","p_authorkey":"1550","p_urlkey":"107561","p_title":"Post-mortem: SEEK*TOR","p_cat":"LD #16 - Exploration - 2009","p_event":"LD16","p_time":"1260835920","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1550","us_name":"Ashera","us_username":"ashera","event_start":"1260489600","event_key":"2","event_name":"LD16"},"text":"<p>So this was my first Ludum Dare. I did the Global Game Jam back in February, so I had some idea of what to expect, although the GGJ was teams rather than solo. One thing I do regret is not interacting more with the community&#8211;IRC, Twitter, etc. I could have used more feedback than I got, instead of relying almost entirely on my husband&#8217;s comments.<\/p>\n <p>Friday night I spent brainstorming ideas and thinking over mechanics. Saturday morning I started coding. By late afternoon \/ early evening, I had the major mechanics implemented, but it wasn&#8217;t fun. At that point the turrets were just yellow diamonds (and they were warp portals which your cyan circle teleported between), and the hint circle always disappeared before you could fire again.<\/p>\n <div id=\"attachment_14201\" style=\"width: 310px\" class=\"wp-caption aligncenter\"><img class=\"size-medium wp-image-14201\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/screen_old01-300x225.jpg\" alt=\"Screenshot of older version of SEEK*TOR\" width=\"300\" height=\"225\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/screen_old01-300x225.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/screen_old01-550x412.jpg 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/screen_old01.jpg 800w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><p class=\"wp-caption-text\">Screenshot of older version of SEEK*TOR<\/p><\/div>\n <p>The best thing that happened for the game occurred when I sent my Saturday prototype to a friend for feedback. He told me two very important things:<\/p>\n <ol>\n <li> He had the most fun figuring out where the hint circles intersected<\/li>\n <li>He wanted to know why you had to aim and fire to reveal the map instead of just placing light bulbs around the &#8220;platforms&#8221; (yellow diamonds)<\/li>\n <\/ol>\n <p>So I made the hints persist but fade over time. That means you can see the hint circle intersections, but the screen doesn&#8217;t become overly-cluttered with old hint circles. It also means the aiming mechanic is important, since if you take too long, the previous hint will have faded away. I also changed the theming of the game so that the portals became turrets and you selected a turret to fire from, rather than teleporting between them.<\/p>\n <p>Sunday was mostly a day of polish. The big feature changes were implementing multiple levels, scoring, and flare limits. I also added the start, game over, and between-level screens, made the graphics, (such as they are&#8211;hooray for GlowFilter!) composed a background track, and created the sound effects.<\/p>\n <p>In the end, I was successful in terms of having a pretty-much finished game at the end. On the other hand, seeing some of the other entries, I kind of wish I&#8217;d done something a little more ambitious&#8230;<\/p>\n <p>Things that worked out:<\/p>\n <ol>\n <li>Using abstract glow-y vector graphics instead of trying to draw. (I spent about 20 minutes attempting to draw a single turret before deciding my time was better spent elsewhere.)<\/li>\n <li>The game selects from 4 (hand-crafted) turret layouts and randomizes the enemy and player locations. That turned out to be enough randomization that I didn&#8217;t need to make a turret layout generator. In fact, I only just realized that I left the game in debug mode where it always chooses the same turret layout.<\/li>\n <\/ol>\n <p>Things that didn&#8217;t work out:<\/p>\n <ol>\n <li>When I started, I implemented everything in one file just to see if the core mechanic would work. I made such a mess of my code that I spent hours late Saturday night moving code around so I could add levels. Spending hours working on code without actually adding new functionality&#8211;even regressing at times&#8211;was very hard on my morale.<\/li>\n <li>I spent too long trying to make my git history tidy. I&#8217;d keep forgetting to add a file to the commit or not commit for a while and wind up with a gigantic commit that involved 3 features and all the source files. Then I&#8217;d try to figure out how to break up or revise the commits. (And how to use vim, since that&#8217;s the default git editor&#8230;) Given that I never had to revert to a previous version, it was kind of silly of me.<\/li>\n <\/ol>\n <p>Tools and Libraries Used:<\/p>\n <ol>\n <li>FlashDevelop<\/li>\n <li>TweenLite<\/li>\n <li>git<\/li>\n <li>ACID Music Studio<\/li>\n <li>Free VSTi soft synths: <a href=\"http:\/\/www.greenoak.com\/crystal\/\">Crystal<\/a>, <a href=\"http:\/\/www.bostreammail.net\/ers\/lazysnake.html\">LazySnake<\/a>, and <a href=\"http:\/\/www.bostreammail.net\/ers\/ersdrums.html\">ErsDrums<\/a><\/li>\n <li>Audacity<\/li>\n <li>sfxr<\/li>\n <\/ol>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/explore\/\" rel=\"tag\">Explore<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/flash\/\" rel=\"tag\">flash<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld48_16\/\" rel=\"tag\">ld48_16<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"December 14th, 2009 7:12 pm","title":"Post-mortem: SEEK*TOR"}