{"assets":[],"author_link":"author\/christinaneofotistou\/","author_name":"Christina Antoinette Neofotistou","cat":"LD #23","categories":["LD #23"],"comments":[],"epoch":1335268020,"event":"LD23","likes":5,"metadata":{"p_key":"76933","p_author":"Christina Antoinette Neofotistou","p_authorkey":"0","p_urlkey":"284952","p_title":"First Post and Post Mortem of Kumiho","p_cat":"LD #23","p_event":"LD23","p_time":"1335268020","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1334880000","event_key":"10","event_name":"LD23"},"source_url":"2012\/04\/24\/first-post-and-post-mortem-of-kumiho\/","text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/04\/24\/first-post-and-game-post-mortem\/screen4-46\/\" rel=\"attachment wp-att-138790\"><img alt=\"screenshot for our game Kumiho\" class=\"aligncenter\" height=\"300\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/screen410-180x300.png\" width=\"180\"\/><\/a><br\/>\nFedor and I made this completely from scratch in three days (with little sleep):<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-23\/?action=preview&amp;uid=13139\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-23\/?action=preview&amp;uid=13139<\/a><br\/>\nWe\u2019re proud of it and couldn\u2019t wait to show this off to you guys! Please spread around, rate and comment <img alt=\":)\" class=\"wp-smiley\" src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" style=\"height: 1em; max-height: 1em;\"\/><\/p>\n<p>I will now attempt the daring feat of sharing what this experience felt for me, so we can all benefit from it as game designers\/developers\/artists.<\/p>\n<p><strong>Development notes:<\/strong><\/p>\n<p>It was exhausting and super fun. I particularly enjoyed composing the music, and how we came up with an interesting gameplay mechanic (teleportation).<br\/>\nComing at it as equals and negotiating ideas did a world of good for our game. Our main inspiration was the Touhou series of games for Fedor (I\u2019d only seen gameplay) and Ikaruga for me (finished the game several times).<\/p>\n<p>I started doing graphics on Saturday morning. I worked on a mockup photoshop file full groups of layers, to which I returned throughout development. For example, when I needed a new enemy, I would fire up the mockup, draw the enemy next to all the other sprites and then paste it into another photoshop file and animate it separately. I would then export as individual .PNGs (Photoshop\u2019s \u201cRender Animation to Video\u201d was very helpful).<\/p>\n<p>Dropbox of course saved our lives, and we communicated through skype\u2019s chat. In fact we haven\u2019t even seen each others\u2019 faces.<br\/>\nI used Photoshop CS5 for all animation and graphics, and Fruity Loops with free soundfonts to write and perform the music.<br\/>\nFedor used Unity and I don\u2019t know what else ^-^<\/p>\n<p><strong>Post mortem:<\/strong> We gave it our absolute best. A coding set-back made the scrolling clouds unusable, so Fedor had to wing it at the last moment, which left the background a little bleh in my opinion ( I had no time to make changes to the cloud graphics and scrolling). But even so, when at the last minute he managed to fix the clouds so we at least had some, it was very exciting. The level is very very well thought-out and very fun to play. It took Fedor, what, 6 hours? to come up with the patterns that complement the teleport mechanic.\u00a0 The 3 hours before deadline were, for me, mostly about helping Fedor out with any requests, like changing sprites or giving him a list with all the visual elements he had yet to implement. I made a second enemy ship graphic in 15 minutes, since Fedor made enemies with two different numbers of hit points, and I felt we needed to be able to tell them apart. This was done 2 or 3 hours before deadline, when Fedor was struggling with the stupid clouds. He added the second enemy graphic in the game 1 hour before deadline.<\/p>\n<p>I also wanted finite lives implemented (9 of them, as many as the tails of the Kumiho fox-spirit), shown only everytime you are resurrected from a death, in order to keep the interface as clean as Fedor wanted it. Scoring wouldn\u2019t have hurt either. But we didn\u2019t have time to even negotiate it, because the ideas came too late. Even if they had come early, we wouldn\u2019t have had time. I stayed up Sunday 12am to Tuesday 6am, and it\u2019s the longest I\u2019ve ever been awake.<\/p>\n<p>So, overall, I couldn\u2019t have wished for anything better, I had the fastest and best coder at my disposal, we had a crazy schedule and working hours, and implemented almost everything we set out to implement, and still had time for a little polish.<\/p>\n<p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/2d\/\" rel=\"tag\">2D<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/final\/\" rel=\"tag\">final<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/game\/\" rel=\"tag\">game<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld23\/\" rel=\"tag\">ld23<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/pixel\/\" rel=\"tag\">pixel<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/pixelart\/\" rel=\"tag\">pixelart<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem-successstory\/\" rel=\"tag\">Postmortem SuccessStory<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/screenshot\/\" rel=\"tag\">screenshot<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/success\/\" rel=\"tag\">success<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/success-story\/\" rel=\"tag\">success story<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/successstory\/\" rel=\"tag\">SuccessStory<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/unity\/\" rel=\"tag\">unity<\/a><\/p>","time":"April 24th, 2012 11:47 am","title":"First Post and Post Mortem of Kumiho"}