Night of the living post mortems
Time for a little post-mortemy thing. I suspect nobody reads them, but in a few years, I’ll go through my old posts and find it and have a good laugh. Let’s use a chronological format for a change!
Before the jam
As usual I didn’t practice for it, I didn’t do any gamedev or graphics or anything related since the previous LD :/ So I was rusty. At the end of last year, I had some time in between jobs to learn new ZBrush skills but I didn’t know how much I had lost since then. Three ludum dare per year is just not enough practice.
The theme is revealed!
Of all the themes in the preliminary rounds, there was only one I really hated, yup: minimalism.
I hate it because all LD games are already minimalistic by necessity. The whole point of participating in a Ludum Dare is to see how much you can do in a limited time. Choosing minimalism as the theme, is basically giving up before you even start. In my opinion, there are already too many minimalistic games in a regular LD. Games where the author instead of trying to work on all aspects of a game decides that colored squares placeholders are good enough. This isn’t about how good your skills are, it’s about at least giving it a try and learning in the process. Don’t aim for minimalism, aim big! It’s better to fail gloriously than to not even try!
Day 1: Anti-minimalism 3rd person shooter
After recovering from discovering that terrible theme, my first idea was to make an anti-minimalism game, I thought about a few ideas like destroying minimalist paintings and finally I chose to do a 3rd person shooter where you fight alien invaders trying to impose their minimalistic philosophy on Earth. I’ve never made a LD game where you can shoot stuff, my games tend to be peaceful, so this might have been the occasion to change that?
I spent half the first day working on the shooter mechanics and enemies and for the second half I worked on my main character.
Day 2: New game idea
After waking up, I realized that I was not very far along with my shooter game. The shooting part wasn’t really fun and I realized I would need a ton of custom animations for it to work with my character. And while I had some ideas to create a funny world, they didn’t really all fit together with the gameplay and I had no clear vision of what the game would actually be like.
At this point, I had implemented a way to push the aliens bodies once they are killed. And I realized it’s actually quite fun to just play with that and try to move them around. How about a game where you just have to push a ball around with physics?
So I already had my main character, the gameplay only required a trivial amount of work, the rest of the day was spent working on a few levels. At the end of the 48h I had something I could have released in the compo category if I rushed the final hours but I wanted to use the extra day to make the game a little bit better.
Day 3: Polish!
For the first time in a LD, I started the final day knowing I already had something that I could finish and release any time I wanted. Things I did that day:
Prettified the levels with some props and alternative textures and I added two more levels with a bit more elaborate mechanics (unfortunately the one with the bridge has a bit of a nasty bug, I didn’t notice it in my testing due to being biased as to how I expected the level to be solved. It wasn’t even a code bug, I just forgot a two-clicks setting in Unity
How annoying!).
I tried to improve my character’s animation (without much success, animation is something I’ve never really spent time learning, I just fake it during game jams. I’ll work on that for the next LD).
I spent a bit more time than usual on the sounds, and even though the music is a randomly generated .mid file, I did spend some time in Reason choosing instruments and mixing it for a little extra.
In the end, I even had time to turn the code I had written for the minimalistic aliens into butterflies. A poetic way to end the conversion of what started as a shooting game in to a totally non-violent one 
After the jam
I’m really glad I got lots of feedback this time. Over a hundred people played and rated my game, that was most likely due to getting an extra bit of spotlight thanks to my video compilation project but it’s nice to have my audience expand like that. That’s one good thing about making a game for a LD, you are pretty much guaranteed actual players! 😀
Also thanks to the wonders of Twitch technology, I was able to see two people play my game in real time. I don’t usually see anybody play my games at all and that was really interesting as both did unexpected things.
For next time
- Animation has to be my priority. I have improved my character creation skills so now the animation has to follow or it looks a bit weird.
- Try to work on at least another game to avoid getting too rusty in between LDs
Tags: postmortem