{"assets":[],"author_link":"author\/tenlki\/","author_name":"Tenlki","cat":"LD #24","categories":["LD #24"],"comments":[],"epoch":1346007000,"event":"LD24","likes":13,"metadata":{"p_key":"77946","p_author":"Tenlki","p_authorkey":"0","p_urlkey":"286956","p_title":"i\u2019mbuggingoutman post mortem.","p_cat":"LD #24","p_event":"LD24","p_time":"1346007000","p_likes":"13","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1345766400","event_key":"12","event_name":"LD24"},"source_url":"2012\/08\/26\/tenlki-post-morte\/","text":"<p>This was my first solo compo, though I had contributed to other jam games in the past.<\/p>\n<p>So\u2026 I was going to make a game where you\u2019d basically be killing bugs.<\/p>\n<p>If there are survivors in a wave, you hop into the next wave, with their offspring, whose abilities have evolved.<\/p>\n<p>At level 1, your kitchen is infested by some simple bugs that just walk around back and forth.<br\/>\nAt level 2, your kitchen is infested by smarter bugs that run away from you.<br\/>\nAt level 3, you\u2019d get your first super-large-bug that you can\u2019t (easily) kill with the platformer-bounce, and would have to grab a knife or something else as a weapon to kill it.<\/p>\n<p>Essentially, this would have broke down into a twitch-action, mindless beat\/shoot-em-up :3<\/p>\n<p>What I ended up having:<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=15998\">A short-time-limit bounce-on-all-the-enemies joke game.<\/a><\/p>\n<p>It\u2019s essentially the behaviors from levels 1 and 2, with a timer I threw in in the last 20 minutes lol.<\/p>\n<p>I used about 22 hours on this, and about halfway through, after getting some basic player physics\/interactions were working, I decided to kinda redo how all the sprites were set up, in preparation for having a weapon. It\u2019s a kind of issue I\u2019ve been thinking about, since I\u2019ve been wanting to make an action-fighting-platformer for a while and have been thinking about hitboxes and how to really split that up. All that curiosity ended up in me treating it as a programming experiment, since I\u2019ve been meaning to try a few things out (specifically, composition over inheritance, since it wasn\u2019t something I really learned in school). The best part is I ended up omitting the weapon system in the submission. awwyeah, good use of time lol.<\/p>\n<p>Interfaces are cool. Coding patterns are cool. Composition is cool.<\/p>\n<p>Using XML would have been cool to set up the stages, if I had the systems I wanted and levels made lol. Instead, it just hardcodes the number of enemies in each wave.<\/p>\n<p>\u00a0<\/p>\n<p>This pretty much summarizes it.<\/p>\n<div class=\"wp-caption alignnone\" style=\"width: 636px\"><img alt=\"\" height=\"518\" src=\"http:\/\/i.imgur.com\/gkeb0.png\" width=\"626\"\/><p class=\"wp-caption-text\">..yep<\/p><\/div>","time":"August 26th, 2012 6:50 pm","title":"i\u2019mbuggingoutman post mortem.","title_was_empty":false}