{"author_name":"Serilyn","cat":"LD #15 - Caverns - 2009","comments":[{"author_name":"","time":"September 1, 2009 1:20 am","epoch":1251786000,"text":"I was impressed with your 3D models for LD! Working on can often be a big timesink, so I was mostly trying to avoid it for characters this time. Using 3D texture painting methods is a big time saving for projects like this though, I found that before when doing 3D. Congratulations!","spam":"N"}],"epoch":1251769620,"likes":0,"metadata":{"p_key":"72506","p_author":"Serilyn","p_authorkey":"1128","p_urlkey":"108328","p_title":"Postmortem and crash fix release for GoblinHome","p_cat":"LD #15 - Caverns - 2009","p_event":"LD15","p_time":"1251769620","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"1128","us_name":"Serilyn","us_username":"serilyn","event_start":"1251417600","event_key":"1","event_name":"LD15"},"text":"<p>First the bugfix release:<br \/>\n <a href=\"https:\/\/sites.google.com\/a\/serilyn.com\/goblinhome\/goblinhome\/GoblinHome.1.0.1.zip?attredirects=0\">GoblinHome 1.0.1 bugfix release<\/a><\/p>\n <p><img class=\"alignnone size-large wp-image-10186\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/GoblinHome4-550x412.jpg\" alt=\"GoblinHome4\" width=\"550\" height=\"412\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/GoblinHome4-300x225.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/GoblinHome4-550x412.jpg 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/GoblinHome4.jpg 1024w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/p>\n <p>This was my first Ludum Dare and I&#8217;mhooked. Last weekend was really fun trying to get a game completed on time. I didn&#8217;t get the game I originally envisioned done but I got a good start for it and it does have a winning and losing condition so it is a game.<\/p>\n <p>The good:<\/p>\n <p>Time &#8211; I was able to schedule the core game first to result in something playable, even if I didn&#8217;t get all that I wanted done.<\/p>\n <p>Blender &#8211; It was my first time using blender&#8217;s texture painting mode. I was able to make the troll&#8217;s texture in blender much faster than I was able to make the goblin&#8217;s texture in photoshop. It works very well.<\/p>\n <p>The bad and what I will do better next time:<\/p>\n <p>Blender &#8211; It&#8217;s been a few months since I modeled something and I forgot a bunch of the myraid of hotkeys and functions and spent time looking them up.<\/p>\n <p>Art &#8211; It took 6 hours to make the goblin and 2 hours for the troll based on the goblin. I probably could have used my time better for features by making worse models. Part of this is probably also because I forgot my blender commands.<\/p>\n <p>Photoshop &#8211; Photoshop stopped responding to my tablet&#8217;s pressure sensitivity right before I created the title and conclusion screens, which was a pain to figure out.<\/p>\n <p>Group selection and health bars &#8211; I&#8217;ve been getting a lot of comments on these. When it came down to the end I had the choice of group selection, health bars, or a selection indicator for the currently selected goblin. The selection indicator won out as the most needed. The others were next on the list!<\/p>\n <p>Framework &#8211; I didn&#8217;t have one so I spent a good chunk of saturday writing code to glue ogre, cegui and ois together and make a basic blank screen app. Next time I should make a framework to use to skip some of that.<\/p>\n <p>The crash &#8211; There was a crash that took a while to track down that I did not see while developing. If you were to click on the goblin&#8217;s selection circle it would crash with a null pointer error. This has been fixed in the bugfix release. The bugfix release also fixed a rather nasty memory leak in the pathfinding which I originally thought was the crash bug but wasn&#8217;t.<\/p>","time":"August 31st, 2009 8:47 pm","title":"Postmortem and crash fix release for GoblinHome"}