POSTMORTEM: A GIRL AND HER CAT

This was my third ludum dare, but my first solo compo entry, and though I didn’t accomplish everything I wanted I’m still pretty proud.
TOOLS USED
- Unity
- Photoshop
- Sublime Text 3
- The Abundant Music Generator, cleaned up in Garage Band
- BFXR
WHAT WENT RIGHT
- Using kinematic bodies for character control. Mucking around with forces and stuff is okay for objects in freefall, but for fine-tuned control you need to just script it. I resolved overlaps using the “separate axis” method (push all the way in Y then all the way in X) which gave better results than Unity’s built-in character controller (which has an annoying rounded bottom).
- Music Generation + Cleanup. Abundant makes pretty good music to begin with, and I was able to monkey with the phases and instruments in less than an hour. I believe in doing the music first because it sets the tempo for the game.
- Animations. I’d never done it before. Looks like I’m okay at that!

WHAT WENT WRONG
My paltry “planning”…
- Overambitious. I was planning the scope like a jam entry. It got late super quickly, and I had to pull everything together in the last six hours. Lots of ideas got cut (walking enemies, guns that you could pick up, moving platforms). Since I knew it was going to be a fail, I tried to fail with humor.
- Getting sick. I didn’t sleep for over 24 hours and then I crashed hard. When I woke up I realized that I hadn’t been productive for a long time, either. Take a nap every 12 hours.
- Not direct enough with theme. My original interpretation was “you only get one inventory slot” i.e. you can only carry one thing at a time… but then I only finished one thing you can carry. Theme should be obvious right away, not depend on a lot of content.
- PHYSICS 2D BUGS IN UNITY. E.g. two kinematic rigidbodies don’t cause trigger events. Took forever to debug that. Also, it causes the editor to become sluggish and crash a lot.
- Last-minute hacking. I’m sure there’s some bugs in there and I’m sure they were written in the last 15 minutes. So it goes…
AMBIVALENT
- Chasing a high-bar for quality. I’m a bit of a perfectionist, and I was very detail-oriented with non-critical features (e.g. control tutorial UIs, scene transitions, walkcycle FX) because I demand a high level of quality from myself. It’s not good for jams, but I can’t imagine subjecting you all to crummy looking stuff with my name on it. I respect your time as players!
I LOVEYOU ALL OKAY NOW GO PLAY
Tags: compo, postmortem, unity

