{"assets":[],"author_link":"author\/adhesion\/","author_name":"Adhesion","cat":"LD #24","categories":["LD #24"],"comments":[],"epoch":1347226020,"event":"LD24","likes":4,"metadata":{"p_key":"78214","p_author":"Adhesion","p_authorkey":"0","p_urlkey":"287224","p_title":"Death Death Evolution Postmortem, Timelapses & Soundtrack","p_cat":"LD #24","p_event":"LD24","p_time":"1347226020","p_likes":"4","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\/09\/09\/death-death-evolution-postmortem-timelapses-soundtrack\/","text":"<p>For this LD, team RADMARS attempted to make a puzzle platformer where you have to die in order to progress. It was a big challenge, but I think we managed to make something pretty awesome. Check it out here: <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=7860\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=7860<\/a><\/p>\n<p>We have postmortems for 3 out of the 4 members of RADMARS for you today (and timelapse videos for two of those). Up first is roushey, who decided to write a very lot for some reason:<\/p>\n<p>This Ludum Dare went\u00a0surprisingly\u00a0smooth. We started off Friday night cooking up a bunch of good ideas and finally settled on the concept that every time you die, you gain a new ability based on how you died. We then spent the rest of the night fleshing out all the abilities you would have, flagging them as necessary, nice to have, and eventually cutting some. After that we had a pretty solid plan to always tab back into and check where we were at. We also put TODOs for art, programming, levels, etc on the doc as well so we could quickly see what the other team members were doing without pestering them.<\/p>\n<p>\u00a0<\/p>\n<p><a href=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/2.png\"><img alt=\"\" height=\"350\" src=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/2.png\" width=\"700\"\/><\/a><\/p>\n<p><span id=\"more-182012\"><\/span><\/p>\n<p>\u00a0<\/p>\n<p><strong>What went well:<\/strong><\/p>\n<div>First and foremost we bumped up team\u00a0<em>RADMARS<\/em>\u00a0to four people, by adding brendo. This helped quite a bit, as he spent basically all of his time on level design. The biggest thing we learned from\u00a0<em>Escape from Minimars<\/em><strong>\u00a0<\/strong>is that the level design needed much more love this time around. The biggest complaint (from us, as well as the comments) was that the game felt stale by the end. I really liked the way we created and \u2018painted\u2019 the levels for DDE as well. (as opposed to minimars) Brendo designed all the levels just using colored squares for all the different elements. ( red bricks for solid ground, green for platforms etc) \u00a0This way, we had all of the levels designed and playable before we even did the art for what the\u00a0environments\u00a0would be like. The only real direction we had was that we wanted to have 3 areas. ( as adhesion was going to make 3 music tracks ) I wish we\u2019d spent a bit more time thinking about it, but we settled on: forrest, caves, and \u2018nature-punk\u2019 future-ish kinda thing. It was really nice to have the levels built before I pixeled the map-tiles as I had a much better idea of what kinds of tiles to make. Minimars was the complete opposite, where I panted a buncha tiles and just had people make random shit out of those. Both work, but I like the former much better.<\/div>\n<div>Working with MelonJS was also pretty awesome. The creator, Olivier Biot, has been really active about updating it. We had some feature\/bugfix requests after minimars pretty much all of which were fixed in the next version. So awesome! <img alt=\":D\" src=\"http:\/\/log.mroushey.com\/wp-includes\/images\/smilies\/icon_biggrin.gif\"\/><\/div>\n<div>Tiled (\u00a0<a href=\"http:\/\/www.mapeditor.org\/\" target=\"_blank\">http:\/\/www.mapeditor.org\/<\/a>\u00a0) is fucking boss. I can\u2019t recommend it enough for working with a tiled maps.<\/div>\n<div>Version control! We used Git (still not quite used to it\u2026 I\u2019ve always used SVN) and its pretty much invaluable when it comes to working in a team.<\/div>\n<div>Voice chat &amp; live streaming! All weekend long we had all 4 of us in voice chat (mumble) so we could quickly ask for things and get status updates (as well as dick around and make bad jokes, and complain about\u2026 well everything really. complaining is fun) I had a stream up on\u00a0<a href=\"http:\/\/twitch.tv\/\" target=\"_blank\">twitch.tv<\/a>\u00a0which makes it very easy to show what I\u2019m working on with the team. I can demo animations, brendo got to see people\u00a0play testing\u00a0his levels, etc. really awesome. I highly recommend it.<\/div>\n<p>\u00a0<\/p>\n<p><a href=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/3.png\"><img alt=\"\" height=\"350\" src=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/3.png\" width=\"700\"\/><\/a><\/p>\n<div>\n<div><strong>What went not so well:\u00a0<\/strong><\/div>\n<div>The major thing that went wrong was scoping. There was a lot of detail and polish that (i think) is pretty\u00a0important\u00a0that we just didn\u2019t have time to do. The biggest of which would be the main character\u2019s sprite never changes. We wanted to have the character change for every different ability. The changes would only be minor, like a stripes, boots, a spiked hat but the fox squirrel red-panda thing had quite a few frames of animation. <img alt=\":(\" src=\"http:\/\/log.mroushey.com\/wp-includes\/images\/smilies\/icon_sad.gif\"\/> this makes creating overlay elements that much more of a pain in the ass.<\/div>\n<div>I\u2019m gonna rant for a bit here so sorry ahead of time.<\/div>\n<div>Perhaps\u00a0I\u2019ve\u00a0just not found the right tools, but the process for making animated pixel-art characters is not so fun. Photoshop is probably the best tool to use for pixel art (that\u00a0I\u2019ve\u00a0worked with) its just got so many features, and\u00a0they\u2019re\u00a0all highly tuned and polished to make it as painless as possible to actually make stuff. The biggest problem with this of course being\u2026 animation. Photoshop\u2019s animation features are basically garbage, but\u00a0that\u2019s\u00a0not what\u00a0Photoshop\u00a0is for so thats\u00a0completely\u00a0OK. The biggest problem though is exporting the animations to a sprite sheet. Doing it manually is obviously\u2026 terrible. I\u2019ve tried using pretty much everything from scripts to\u00a0Photoshop\u00a0actions to try to make the process as painless as possible, but none of the solutions really fit well. I do realize that at the end of the day, its actually not *that* big of a deal, but I see it quite a bit like an IDE having\u00a0re-factoring\u00a0tools. If its a hassle or a pain in the ass to make changes, (at least for me) the \u2018fuck it\u2019 impulse flares up and the changes never get made. This is of course made worse by the fact that the drawing tools in most other pixel drawing apps I\u2019ve used just feel very immature compared to PS\u2019s <img alt=\":(\" src=\"http:\/\/log.mroushey.com\/wp-includes\/images\/smilies\/icon_sad.gif\"\/> ) And the more complex your animations get, the level of pain-in-the-assery rises exponentially.<\/div>\n<div>I used Graphics Gale for all of the particles (explosions, splashes, smoke poofs, etc) because in terms of making simple pixel-art animations, it\u2019s really awesome. Its fast, you can go back and forth between frames easily, constant playback preview, and it can (at least\u00a0reasonably well) export to sprite-sheets. The problem with Graphics gale is that the way it handles layers is really clunky. If it\u00a0wasn\u2019t\u00a0for that, id be using graphics gale\u2026 pretty much all the time. Selection, copy &amp; paste, are also really clunky and can be a bit weird. <img alt=\":(\" src=\"http:\/\/log.mroushey.com\/wp-includes\/images\/smilies\/icon_sad.gif\"\/><\/div>\n<div>I\u2019ve tried to use gimp, and Paint.NET as well.\u00a0They\u2019re\u00a0pretty good\u00a0Photoshop\u00a0alternatives, but if \u00a0you\u2019re already using\u00a0Photoshop\u00a0they really don\u2019t bring much to the table as far as animation is concerned.<\/div>\n<div>\/rant \u00a0Phew. sorry about that *_*;<\/div>\n<\/div>\n<div><a href=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/5.png\"><img alt=\"\" height=\"350\" src=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/5.png\" width=\"700\"\/><\/a><\/div>\n<div>\n<div><strong>Process:\u00a0<\/strong><\/div>\n<div>Map Tiles &amp; Parallax backgrounds: All pixeled in photoshop, grid, guides, selection, cloning, painting tools all make my life so much easier.<\/div>\n<div>Maps: Painted (tiled) using Tiled map editor.<\/div>\n<div>Characters: sketched and painted in photoshop, pixeled in photoshop, exported to sprite sheet using a photoshop action.<\/div>\n<p>Particles, explosions, and effects:\u00a0Directly pixeled in graphics-gale, no real sketches or anything like that.<\/p>\n<\/div>\n<p><a href=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/4.png\"><img alt=\"\" height=\"350\" src=\"http:\/\/log.mroushey.com\/wp-content\/uploads\/2012\/09\/4.png\" width=\"700\"\/><\/a><\/p>\n<div><strong>\u2018At the end of the day\u2019<\/strong><\/div>\n<div>Now that I\u2019ve had some time to sit back and rest, I\u2019m really proud of this game. There\u2019s a lot of stuff I would like to go back and change like the shameless\u00a0pallet\u00a0swap of the background in the third area, and the additional states of the avatar. I\u2019ll get to em uh\u2026 eventually! for now, Go\u00a0<em>Team RADMARS<\/em>! (Also, all of the other LD submissions keep getting better and better each time.) Can\u2019t wait to do LD25 <img alt=\":D\" src=\"http:\/\/log.mroushey.com\/wp-includes\/images\/smilies\/icon_biggrin.gif\"\/><\/div>\n<div><\/div>\n<div>And his timelapse:<\/div>\n<p><iframe allowfullscreen=\"\" frameborder=\"0\" height=\"281\" src=\"http:\/\/www.youtube.com\/embed\/vcF52W9Gbe0?fs=1&amp;feature=oembed\" width=\"500\"><\/iframe><\/p>\n<p>Up next is emarcotte, for whom brevity is the soul of wit:<\/p>\n<div><\/div>\n<div>\u201cYeahh same as usual I need more fcking time. Knowing the tools helps. Having a person per area helps.\u201d<\/div>\n<div><\/div>\n<p>Indeed. Last is me, who falls somewhere inbetween:<\/p>\n<div><\/div>\n<div>\n<p><strong>What went right<\/strong><\/p>\n<p>-Well-defined roles: It was great to have brendo as the designated level designer, which freed the rest of us to work on our respective tasks. On the coding side, even though there were two of us we were able to switch off on what we were working on so there weren\u2019t any weird merge issues that might take up time.<\/p>\n<p>-Time to polish code: I was lucky to have all of Monday free to pretty much only do playtesting and fix small bugs, which was great. I also had some time to do some subtle sound tweaks (like the running sound) which I think really helped as well.<\/p>\n<p>-melonJS: a very good game framework which has even had some specific bugfixes related to issues we found when doing our previous game. Not quite perfect yet, but the few issues I had this time were not showstoppers by any means and I was able to work around them relatively easily.<\/p>\n<p><strong>What went wrong<\/strong><\/p>\n<p>-Feature creep: Our concept, awesome as it is, lent itself to a sprawling amount of features. A good number of deaths-&gt;abilities got cut as we realized we would have no time to actually implement them. Cutting these was difficult but we decided we\u2019d rather have something polished and more focused rather than something very ambitious that fell short.<\/p>\n<p>-Time management (to an extent, again): I felt like I ended up spending more time on music &amp; sound as I did last time, but came out with about the same amount\/level of quality. Majorly subjective though. Also, again it was a bit hard to get going on Friday\/early Saturday but once we got the core features set in stone and some art assets done my coding gained a lot of steam.<\/p>\n<p>Overall this Ludum Dare was hugely satisfying, and we made an even better game than last time. Look out LD25!<\/p>\n<\/div>\n<div><\/div>\n<div>And my timelapse:<\/div>\n<div><\/div>\n<p><iframe allowfullscreen=\"\" frameborder=\"0\" height=\"281\" src=\"http:\/\/www.youtube.com\/embed\/WgQe8jTwti8?fs=1&amp;feature=oembed\" width=\"500\"><\/iframe><\/p>\n<div><\/div>\n<div>And of course the soundtrack, which I\u2019m very proud of:<\/div>\n<div><\/div>\n<div><a href=\"http:\/\/adhesion.mu\/sic\/Adhesion-DDEOST.zip\">http:\/\/adhesion.mu\/sic\/Adhesion-DDEOST.zip<\/a><\/div>\n<div><\/div>\n<div>Whew! Hope you liked all this stuff \u2013 we\u2019d love more feedback, so drop by our game page and leave a comment!<\/div>\n<p>Tags: <a href=\"http:\/\/www.ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a>, <a href=\"http:\/\/www.ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a>, <a href=\"http:\/\/www.ludumdare.com\/compo\/tag\/timelapse\/\" rel=\"tag\">timelapse<\/a><\/p> <div style=\"float: right;border: 1px solid #eee;padding: 2px;background: #fff;\"><div class=\"iLikeThis\" id=\"iLikeThis-182012\"><span class=\"counter\"><a class=\"image\" onclick=\"likeThis(182012);\">4<\/a><\/span><\/div><\/div>\n<p class=\"postmetadata\">\n<small>\n\t\t\t\t\t\tThis entry was posted\n\t\t\t\t\t\t\t\t\t\t\t\ton Sunday, September 9th, 2012 at 9:27 pm\t\t\t\t\t\tand is filed under <a href=\"http:\/\/www.ludumdare.com\/compo\/category\/ld-24\/\" rel=\"category tag\" title=\"View all posts in LD #24\">LD #24<\/a>.\n\t\t\t\t\t\tYou can follow any responses to this entry through the <a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/09\/death-death-evolution-postmortem-timelapses-soundtrack\/feed\/\">RSS 2.0<\/a> feed.\n\n\t\t\t\t\t\t\t\t\t\t\t\t\tYou can <a href=\"#respond\">leave a response<\/a>, or <a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/09\/death-death-evolution-postmortem-timelapses-soundtrack\/trackback\/\" rel=\"trackback\">trackback<\/a> from your own site.\n\n\t\t\t\t\t\t\n\t\t\t\t\t<\/small>\n<\/p>","time":"September 9th, 2012 9:27 pm","title":"Death Death Evolution Postmortem, Timelapses & Soundtrack","title_was_empty":false}