{"assets":[{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/screen1.jpg","local":"\/data\/posts\/2012\/09\/9dc3bffc8e062cce020e43aa38da0b22.jpg"},{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/screen2.jpg","local":"\/data\/posts\/2012\/09\/b4c4affdfb6a2980459259fb61fc87af.jpg"},{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/09\/screen3.jpg","local":"\/data\/posts\/2012\/09\/ffd5e8fa38012a3fd713bbef21e69fc3.jpg"}],"author_link":"author\/eld\/","author_name":"eld","cat":"LD #24","categories":["LD #24"],"comments":[],"epoch":1347193380,"event":"LD24","likes":12,"metadata":{"p_key":"78220","p_author":"eld","p_authorkey":"0","p_urlkey":"287230","p_title":"Evolution of a monster: The post mortem","p_cat":"LD #24","p_event":"LD24","p_time":"1347193380","p_likes":"12","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\/evolution-of-a-monster-the-post-mortem\/","text":"<p style=\"text-align: center\">Evolution of a monster<\/p>\n<p style=\"text-align: center\"><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=3145\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=3145<\/a><\/p>\n<p style=\"text-align: center\"><strong>The things that went right<\/strong><\/p>\n<p style=\"text-align: left\"><strong>Using Unity<\/strong><br\/>\nwas one of those things that helped out this time around as well, it made it possible to get the basics going and have the results be playable in the browser, it meshes well together with blender and assets were easily made with that kind of pipeline in place.<\/p>\n<p><strong>A simple artstyle<\/strong><br\/>\nwas put in place once again as is typical with how I usually go about my ld48 entries, it makes it possible to make high-end looking looking visuals without actually not putting in any more time than I would\u2019ve with a 2d game, the textures are all simple and reused, the ambient occlusion and detailing is just overlays, the objects in the world are pixeled sprites that always faces the camera and made it possible and easy to make new items without having to push for 3d objects, which would\u2019ve been devastating for the time-budget.<\/p>\n<p><strong>Sfxr and Musagi! <\/strong><br\/>\neasy effects and environmental ambience as well as an ending song I made in the last two hours of the compo. drpetter is awesome!<\/p>\n<p><strong>Hanging in there<br\/>\n<\/strong>The worst enemy is usually the moment where you realize that the theme is the worst theme, <em>(They\u2019re all the worst theme, every time!)<\/em> and that moment the second day when you wake up and realize that you\u2019re never going to be able to finish the entry, these moments happen every time, and working through them to the end and really pushing for having something done for the deadline.<\/p>\n<p>\u00a0<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/09\/evolution-of-a-monster-the-post-mortem\/screen1-163\/\" rel=\"attachment wp-att-181961\"><img alt=\"\" class=\"aligncenter size-full wp-image-181961\" height=\"532\" src=\"\/data\/posts\/2012\/09\/9dc3bffc8e062cce020e43aa38da0b22.jpg\" width=\"380\"\/><\/a><\/p>\n<p>\u00a0<\/p>\n<p style=\"text-align: center\"><strong>And the things that went wrong<\/strong><\/p>\n<p style=\"text-align: left\"><strong>\u201cI think I\u2019ll do this instead!\u201d<br\/>\n<\/strong>I had a completely different story planned out for the thing to begin with but as I progressed I stopped following my notes I had written on my idea, and went far too much into \u201cdo it as I go\u201d-land, this is most likely something I should handle better in the future.<\/p>\n<p style=\"text-align: left\"><strong>Joining in one day late <\/strong><br\/>\nended up slicing what I wanted to do in half, and made the game itself very short, I already had much of the gameplay elements I needed in place, but those extra ~24h would\u2019ve given me that time to actually add game-extending content.<\/p>\n<p><strong>The technical side<\/strong><br\/>\nof the game was put together fairly quickly, but chosing to leave some things less than stellar ended up hurting quite a lot in the end, the carrying-physics being one example, it works quite well but ended up with one big downside: people can carry items out of the geometry, which turned out happening more often than not.<\/p>\n<p><strong>No playtesting<\/strong>.<br\/>\nAll of the playtesting was pretty much being done by myself, and that was bad. One of the things I noticed in the end was that people took a scenario as being given a key and a closed gate as being given one obvious outcome, combine this with people then ending up trying to use the key on the gate that it doesn\u2019t work on and they\u2019ll end up pushing the key outside the world and breaking the game progress completely, having them miss out on the short bit that is most of the game, and the ending!<\/p>\n<p>\u00a0<\/p>\n<p style=\"text-align: center\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/09\/evolution-of-a-monster-the-post-mortem\/screen2-129\/\" rel=\"attachment wp-att-181962\"><img alt=\"\" class=\"aligncenter size-full wp-image-181962\" height=\"734\" src=\"\/data\/posts\/2012\/09\/b4c4affdfb6a2980459259fb61fc87af.jpg\" width=\"512\"\/><\/a><\/p>\n<p>\u00a0<\/p>\n<p style=\"text-align: center\"><strong>For the future<\/strong><\/p>\n<p style=\"text-align: left\"><strong><\/strong><br\/>\nI really enjoyed the aesthetics of something like ultima undeworld and that ended up affecting how the project ended up looking like, the physics were also something that I took from UW, I really love those cobbly old dungeons with water and small monsters nests and the things they\u2019ve gathered, with junk just cluttering corners and the player scavenging to find something that is useful.<\/p>\n<p style=\"text-align: left\">My plan is to create a bunch of stuff inside unity to make it easy to make puzzles and connect things like levers and doors, a weighted plate to a trap, or a keyhole usable with any defined key. This with a bunch of new art-assets and a longer worked-through game could end up being a fun and less buggy adventure to go through, something in the length of an hour or two and then release that as an extended version.<\/p>\n<p style=\"text-align: left\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/09\/09\/evolution-of-a-monster-the-post-mortem\/screen3-79\/\" rel=\"attachment wp-att-181963\"><img alt=\"\" class=\"aligncenter size-full wp-image-181963\" height=\"144\" src=\"\/data\/posts\/2012\/09\/ffd5e8fa38012a3fd713bbef21e69fc3.jpg\" width=\"240\"\/><\/a><\/p>\n<p style=\"text-align: center\">Thanks everyone for yet another fun competition!, now I need to take the time to play some entries!<\/p>","time":"September 9th, 2012 12:23 pm","title":"Evolution of a monster: The post mortem","title_was_empty":false}