{"assets":[],"author_link":"author\/burnzez\/","author_name":"BurnZeZ","cat":"LD #22","categories":["LD #22"],"comments":[],"epoch":1324519560,"event":"LD22","likes":10,"metadata":{"p_key":"76719","p_author":"BurnZeZ","p_authorkey":"0","p_urlkey":"284555","p_title":"Chromboid \u2013 Post Mortem (The musician\u2019s side of the story)","p_cat":"LD #22","p_event":"LD22","p_time":"1324519560","p_likes":"10","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1323993600","event_key":"8","event_name":"LD22"},"source_url":"2011\/12\/22\/chronboid-post-mortem-musician\/","text":"<p>The entry.\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=preview&amp;uid=110\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=preview&amp;uid=110<\/a><\/p>\n<p>Pekuja manufactured the code, Arne created the splendid art, and I made the music.<\/p>\n<p>We didn\u2019t get as far as we\u2019d have liked. All of us fell a little short of where we wanted to be.\u00a0The game was made in C# with Unity.<\/p>\n<p>Pekuja did great in getting things done, even when having to deal with quite a few technical concerns. Also, Arne. His artwork surpasses an amazing amount of completed games on the web.<\/p>\n<div class=\"wp-caption aligncenter\" style=\"width: 509px\"><img alt=\"\" class=\"\" height=\"361\" src=\"http:\/\/i.imgur.com\/tupZV.png\" width=\"499\"\/><p class=\"wp-caption-text\">Everything from the background tiles to the moon are beautiful.<\/p><\/div>\n<p>\u00a0<\/p>\n<p>From what Pekuja said, it sounded like he was unhappy with his choice of Unity. It seems that all the bells and whistles just kind of got in the way.<\/p>\n<p>All in all, I learned a few things from this LudumDare. I\u2019ll try to keep the list short.<\/p>\n<ol>\n<li>Time is limited, so make use of what you have. Don\u2019t mull around thinking, just start doing. If you want to just think on it the first day, that\u2019s fine, but don\u2019t let it hold you back from getting things done.<\/li>\n<li>Working in a team is awesome. It allows you to focus on just the task at hand. Working with great teammates to make a game is an experience every game dev should be able to have.<\/li>\n<li>Don\u2019t wait for inspiration. Make it yourself.<\/li>\n<li>Use tools you\u2019re familiar with. It\u2019s just not fun to spend all your time learning a new API, or bug-fixing weird corner cases. Once again, \u201cTime is limited, so make use of what you have.\u201d I used a new vst when working, and ended up wasting a lot of time fixing a problem where some of the sounds were desynchronized on the final audio render. Learn from my example!<\/li>\n<li>Don\u2019t get stressed out. It\u2019s just a compo. It\u2019s not the end of the world if you don\u2019t finish on time. Just do your best! A lot of people take their projects further even after LD is said and done. (That\u2019s what we\u2019re trying to do.)<\/li>\n<li>Most importantly, have fun doing it. Accelerated game development compos are an awesome way to teach yourself tons of things at an incredible rate. All the minor things you get caught up in during normal development get thrown out the window, otherwise you run out of time. You learn where all the little pieces fit together to make a complete game, where most time gets spent in the development process, and most importantly, you get better at it. Sometimes you need impractical experience to learn how to be practical. Compared to LD\u2019s time restrictions, ordinary development afterwards looks easy.<\/li>\n<\/ol>\n<p>I guess one of the biggest points I\u2019m trying to make, is that if you spend time and effort on something you enjoy doing, you\u2019ll have fun and become better at it. LudumDare lets you make something you want to make. That\u2019s it.<\/p>","time":"December 22nd, 2011 2:06 am","title":"Chromboid \u2013 Post Mortem (The musician\u2019s side of the story)"}