{"author_name": "lexaloffle", "cat": "LD #10 - Chain Reaction - 2007", "comments": [{"author_name": "Papper", "time": "December 20, 2007 8:19 am", "epoch": 1198156740, "text": "I really hope you making something more out of this, I think the idea and setting was great <img src=\"http://ludumdare.com/compo/wp-includes/images/smilies/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" />", "spam": "N"}], "epoch": 1198142760, "likes": 0, "metadata": {"p_key": "75434", "p_author": "lexaloffle", "p_authorkey": "156", "p_urlkey": "111266", "p_title": "Mr. Splode Post Mortem", "p_cat": "LD #10 - Chain Reaction - 2007", "p_event": "LD10", "p_time": "1198142760", "p_likes": "0", "p_comments": "1", "p_status": "UPD5", "us_key": "156", "us_name": "lexaloffle", "us_username": "lexaloffle", "event_start": "1197590400", "event_key": "88", "event_name": "LD10"}, "text": "<p>    ok, so maybe I&#8217;m a bit late to the party, but here&#8217;s a quick post mortem for <a href=\"http://www.ludumdare.com/compo/2007/12/16/mr-splode-final/\" title=\"Mr. Splode Final\">my ld10 entry</a>. I had limited internet access for this one, and missed being able to hang out on IRC and see what everyone was up to as things progressed, but it&#8217;s been great reading the blog posts retrospectively.</p>\n <p>:: <strong>Design</strong></p>\n <p>The compo started at 4pm Saturday for me (New Zealand). I got home around 6pm, completely not intending to enter, but when I saw the theme was chain reactions I caved. I spent most of Saturday evening thinking about game ideas. The main contenders were:</p>\n <ul>\n <li>a 2 player board game with tiles which keep changing colour until the board reaches a stable state.</li>\n </ul>\n <ul>\n <li> a dominos bowling game with many many pins standing all over the place.</li>\n </ul>\n <ul>\n <li> a platform game with lots of crates full of fireworks.</li>\n </ul>\n <p>The last one was by far the easiest to visualise, and to know that somehow it would turn out to be fun without oo much messing around. And when I saw that Dr. Petter didn&#8217;t have platformers covered for once, it was a no-brainer. :p<br />\n :: <strong>Tools</strong></p>\n <p>This is my 4th entry, and I&#8217;ve used the same tools each time:<br />\n sdl, sdl-mixer, bcc55, mspaint, gimp. Also this time, sfxr.</p>\n <p>:: <strong>Implementation</strong></p>\n <p>The first step is always to get a black screen which responds to keypresses. I hate that part. I cheated a little this time, by copying snippets of code out of a past entry (sprout) to get the sdl initialisation and keypress code working. Knowing I did this is a tiny lead weight which my soul will carry forever.</p>\n <p>Next up was running around a test map. I love this part. It doesn&#8217;t take much to get a guy running around 2d blocky landscape, but it&#8217;s instantly satisfying to start leaping around and exploring the limits of the world. I spent a lot of time tweaking the physics until it had a good feel to it.</p>\n <p>The whole time I was doing this, I was imagining how the fireworks might work. I knew how the sparklers and rockets would be, and they took very little time to draw and code. The roman candles I wasn&#8217;t so sure about, and I ended up spending 5x as much time on them. Writing code and drawing gfx doesn&#8217;t seem to be the bottleneck &#8212; it&#8217;s just deciding exactly how things should look and behave.</p>\n <p>I had just moved back from overseas when I did this compo, and in the midst of daylight savings confusion and lack of internet connectivity, thought I was finishing at 3pm instead of 4. I realised my mistake quite close to finishing, and was very happy to have the extra hour. I didn&#8217;t leave enough time for the vital task of designing maps, but was still able to try out what I imagined to be the defining moment of the game &#8211; being chased down a corridor of exploding crates.</p>\n <p>I did the sound in about 5 minutes with sfxr. I would formally like to donate my audio points to Dr. Petter for that one. I just grabbed the first 5 randomised explosion sounds that came out.</p>\n <p>:: <strong>What Went Right</strong></p>\n <ul>\n <li>Not using placeholder graphics. They have a weird way of finding their way into the finished game.</li>\n </ul>\n <ul>\n <li> Being familiar with the tools. I could concentrate on designing stuff rather than fighting with technical issues.</li>\n </ul>\n <ul>\n <li>Making sure of the design before getting deep into implementation. I didn&#8217;t end up spending much time reworking code or graphics.</li>\n </ul>\n <p>:: <strong>What Went Wrong</strong></p>\n <ul>\n <li>Bad time distribution. Even 30 more minutes working on level design would have improved the game a lot.</li>\n </ul>\n <ul>\n <li>Not budgeting time for details. Little things like a nice txt file to go with the game, windowed mode support, hardly take any time but would have been worthwhile.</li>\n </ul>\n <p>:: <strong>The Fucha</strong><br />\n The problem with making 48h games is that I alway want to spend more time brushing up my entry and re-releasing it. Splode is no exception &#8212; I&#8217;m thinking to make a nicer 10-level arcadey version with online scores and recording at some stage. I&#8217;ll post here when it happens.</p>", "time": "December 20th, 2007 4:26 am", "title": "Mr. Splode Post Mortem"}