Tropic Warrior (Post Mortem)

Hello everyone !
This time in this very last post-mortem, we’ll share with you some of the features we could implement if we had more time.
if you played Tropic Warrior once, you should have noticed the poor firing frequency of our hero’s gun.
In the beginning, we imagined the game could have be played either using sneaking or using destructive means. The sneaky approach would have been centered around chest powers and shadows.
Alas the course of the LD was slightly disrupted by personnal life event so we had to fallback on a more “efficient” way to finish the game… So we fell back into heavy gunning mode only.


Yeah, too bad we could’nt add the Flame trower, we could use it to burn some fellows !
And what about the minigun, the same gun as the final boss !

At last but not least, the bomb, like in the game we were inspired about Ikari Warrior, we would liked to explose some foe with one shot !
In the end, they roughly were implemented but it was impossible to finalize a balanced level design with them in time.
To sum up the experience :
What Went Wrong :
-Time went missing a lot !
-Exploding the theme more or less…
-Half the gameplay we wished
-Being separated form Gyhyom made the development difficult
What Went Right :
-We finished it !
-Using tiled what pretty cool.
-Graphic are cute.
-Coding was easy in that good old flash using a temporary bitmap.
-The chest gameplay actually works…
The ludum dare is truly an amazing experience : hope, regrets, achievement, success, failure, all in one week-end… Hopefully, holidays are near !
Thank you all, see you soon tropic pirates ! GGGGGrrrrrr

This entry was posted on Monday, December 23rd, 2013 at 6:02 am and is filed under LD #28. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.