{"assets":[],"author_link":"author\/euske\/","author_name":"euske","cat":"LD #26","categories":["LD #26"],"comments":[],"epoch":1367793360,"event":"LD26","likes":3,"metadata":{"p_key":"78932","p_author":"euske","p_authorkey":"0","p_urlkey":"287942","p_title":"Rather Belated Post-Mortem","p_cat":"LD #26","p_event":"LD26","p_time":"1367793360","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1366934400","event_key":"16","event_name":"LD26"},"source_url":"2013\/05\/05\/rather-belated-post-mortem\/","text":"<p>A couple of my thoughts about my first participation of LD:<\/p>\n<p><strong>Don\u2019t Take the Theme Too Seriously<\/strong><\/p>\n<p>I think I tried to interpret the theme a bit too literary.  I thought the game has to be *about* minimalism, which means that minimalism is not about its styles, but the *goal* of the game. What\u2019s the problem with that? It turned out to be difficult to come up with a game design that is about minimalism but still enjoyable. I thought minimalism always involves some sort of design or structural construction, which is a creative act, so the obvious choice for me is to make some kind of puzzle game.  But I didn\u2019t want to make a puzzle game! I wanted to make an action game.  So this put me into a dilemma. I spent one hour for brainstorming the basic idea in the beginning, but even after that, I wasn\u2019t really sure what I\u2019m going to do.<\/p>\n<p>The first idea that came to me was a trash compactor. Its goal is to minimize the volume of garbage, and it can be a game. But it didn\u2019t much sound like minimalism, so I came up another idea, which is to design a minimalistic house under some condition (think of an artsy house that modern architects design). I was thinking of something like  <a href=\"http:\/\/www.pippinbarr.com\/games\/artgame\/ArtGame.html\">\u201cArt Game\u201d by Pippin Barr<\/a>. You push materials around and then \u201cplay\u201d on it. And then at some point, the materials turned into food, and some crazy insight told me that I should make a platformer on the top of it. Hence the idea of my game <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=17675\">\u201cControlled Diet\u201d<\/a> has come into reality.<\/p>\n<p><strong>You cannot Learn Your Tools Enough<\/strong><\/p>\n<p>I used a combination of Windows + Linux environment (I run Arch Linux on VirtualBox on Windows). I edit and compile on a Linux machine and test it on a Windows machine. I used a vanilla Flex SDK 4.6 and Makefile (Yes, I am very old school). I used a shell and Python interpreter, as well as a set of well-known tools (e.g. ImageMagick). Here are things that I think would be useful if anyone uses a similar environment like mine:<\/p>\n<ul>\n<li> Get used to Emacs\u2019 Actionscript-mode.  There are several versions of it by different authors, and they vary slightly in its highlighting and indentation.   Using a wrong one will end up a lot of annoyance.\n<li> Use a debug version of standalone Flash Player, so that    you can double-click the build and run it directly.\n<li> Don\u2019t forget to add -debug=true compiler option to mxmlc,  otherwise trace() wouldn\u2019t work!\n<li> Use fdb (Flash command line debugger) to siphon trace()  outputs to a stdout\/file.\n<li> <code>git config --global core.filemode false<\/code>\n<li> If your machine is slow to launch Java, try using fcsh  (Flash compiler shell), which somewhat reduces the startup time   of mxmlc (but not by a large margin).\n<\/li><\/li><\/li><\/li><\/li><\/li><\/ul>\n<p>The bottom line is that the more efficient the edit-build-test-debug cycle, the better. Try to spot the bottlenecks as many as possible and eliminate them.<\/p>\n<p><strong>IRC is Helpful<\/strong><\/p>\n<p>I had been lurking around the Ludum Dare IRC channel for a couple of weeks, and I can tell that this is a very nice place to hang out. You see a lot of people talking about their ideas. At one point I was murmuring about the need of creating a quad-tree implementation that was necessary for my simplistic physics engine. Then someone in the chat said \u201ca quadtree is overkill for this\u201d, and he was right; I didn\u2019t really need a quadtree for only a dozen of objects. Now I want to thank that person. You saved me a lot of time.<\/p>\n<p><strong>Things that Went Okay<\/strong><\/p>\n<ul>\n<li> Overall framework. I wrote a generic framework and posted it on  github beforehand. This strategy went well. I can start quickly  tweaking on a working codebase, and it was simple enough to allow  me to change it drastically later on.\n<li> Time management. I put a TODO list on my desktop and tried to  update it at every hour. Later I had to reorder things but this helped me greatly to stay focused on what I\u2019m going to do.\n<li> autotracker.py. This is an awesome tool, even more so when you know a bit of Python and how to tweak it. Thanks a lot.\n<\/li><\/li><\/li><\/ul>\n<p><strong>Believe in Your Idea, with Passion<\/strong><\/p>\n<p>Generally, I think I\u2019m more of an \u201cidea\u201d guy. I wanted to come up with a wacky, eccentric idea and somehow I succeeded in it. I finished my game, and even its not the most fun thing to play, I still enjoyed the whole process a lot. It was a nice challenge, and hope I can do this next time again.<\/p>\n<p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"May 5th, 2013 10:36 pm","title":"Rather Belated Post-Mortem","title_was_empty":false}