{"assets":[{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/screen210.png","local":"\/data\/posts\/2014\/08\/d34c19627e2ba792a6c1d6c51d4ff6c3.png"}],"author_link":"author\/robotic\/","author_name":"Robotic","cat":"LD #30","categories":["LD #30"],"comments":[],"epoch":1409019660,"event":"LD30","likes":8,"metadata":{"p_key":"81922","p_author":"Robotic","p_authorkey":"0","p_urlkey":"292654","p_title":"Ex-Fraktion : Post Mortem","p_cat":"LD #30","p_event":"LD30","p_time":"1409019660","p_likes":"8","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1408665600","event_key":"24","event_name":"LD30"},"source_url":"2014\/08\/26\/ex-fraktion-post-mortem\/","text":"<p><img alt=\"\" class=\"aligncenter\" height=\"189\" src=\"http:\/\/i.imgur.com\/vrLMjfc.gif\" width=\"378\"\/><\/p>\n<p>\u00a0<\/p>\n<p>Hi I\u2019m Tom, programmer\/game designer on Ex-Fraktion, that you can play here<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=8502\">&gt;&gt;&gt;\u00a0PLAY EX-FRAKTION &lt;&lt;&lt;<\/a><\/p>\n<p>What is Ex-Fraktion ? Imagine Inception, except you control all the characters. I\u2019d like to know how to pitch it without this reference but its the easiest way, since Inception is a heavy inspiration.<\/p>\n<p>I\u00a0started this project with Flex Roman, a very\u00a0talented friend who made all the art and also helped with the design, and Lucas Maupin who did\u00a0all the funky music and gave a crazy mood to the game (that fits the flashing colors !)<\/p>\n<p>Here\u2019s my post-mortem, mostly about the game design itself.<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/2014\/08\/26\/ex-fraktion-post-mortem\/screen2-308\/\" rel=\"attachment wp-att-387091\"><img alt=\"screen2\" class=\"aligncenter wp-image-387091\" height=\"239\" src=\"\/data\/posts\/2014\/08\/d34c19627e2ba792a6c1d6c51d4ff6c3.png\" width=\"428\"\/><\/a><\/p>\n<h2><strong>What went right ?<\/strong><\/h2>\n<p>The game was ambitious, but we managed to make something I\u2019m very proud of. This is my most polished ludum dare made on Unity yet. It\u2019s fast paced and flashy.<\/p>\n<p>I had that concept in my drawer for some time, except it was a local multiplayer game (the four players start on the same screen, then the screen splits while one player stays back to look for the others, etc\u2026). However since we were all in differents cities\/countries, we decided we\u2019d make it a solo game, since we couldn\u2019t have tested it together, and there aren\u2019t that many people that could have rated the entry if it needed 4 controllers.<\/p>\n<p>I\u2019m happy because this is like a nice prototype, and I feel like it\u2019s working, so maybe if someday I want to add controller and multiplayer support, it won\u2019t take much time. Maybe we can provide a very INTENSE multiplayer experience.<\/p>\n<p>Going from multiplayer to solo induced many changes :<\/p>\n<ul>\n<li>The game cannot be too complex, since you\u2019ll have a hard time following four screens simultaneously. In the extended concept, I thought about players give each other ressources through dimensions, like for instance you had limited ammo and needed to always provide your \u201cguardian\u201d with some. That could work with 4 players, but here, it\u2019d just be impossible to follow.<\/li>\n<li>Going from one screen to another can be frustrating, especially if there are too many monsters everywhere preventing you from really moving forward. First, switching screens is very fluid since all you have to do is hover with your mouse upon them. Second, we reduced the number of ennemies a lot to make\u00a0it easier.<\/li>\n<li>Since you can only play one one screens, all the others were inactive, and it didn\u2019t really give an impression of simultaneous action. We added pills, that if you pickup, will transform your \u201cupper self\u201d into a temporary turret. This way you can play more peacefully on one screen while the monsters are automatically killed in another.<\/li>\n<li>Flex came up with the ideas of \u201cteleporter cuves\u201d that you have to pick up and gather to activate the teleporter. I think it works very well\u00a0because it gives you a mission in each level other than just shooting. Also since you have less characters each time, it\u2019ll be faster and faster, and the first screen really feels more complete with it.<\/li>\n<\/ul>\n<p>Flex made a cool shader that allowed us to easily switch colors for each dimension, and give its own identity to the game. Lucas\u2019s music helped us build something a bit weird, and also induced the title, which is a combination of private joke\/reference\/theme of the game.<\/p>\n<p>Maybe you won\u2019t notice it as first, but the timescale is different in each Screen <img alt=\":)\" class=\"wp-smiley\" src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/icon_smile.gif\"\/> They\u2019re divided by 2 each time you go \u201cdeeper\u201d.<\/p>\n<h2><strong><img alt=\"screen3\" class=\"aligncenter wp-image-387092\" height=\"240\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/08\/screen39.png\" width=\"429\"\/><\/strong><\/h2>\n<h2><\/h2>\n<p>\u00a0<\/p>\n<h2><strong>What\u00a0could be better ?<\/strong><\/h2>\n<p>Feature-wise, I thought of adding a \u201chardcore mode\u201d where you\u2019d have a time limit to extract from each screen. It\u2019d be a time-attack mise en abyme, and could add a lot more intensity, especially if you rushed out of every zone just in time !<br\/>\nI think the game\u2019s already hard enough for someone who has never played it, so I won\u2019t add that feature yet.<\/p>\n<p>I\u2019m happy with the project, but the only thing that bothers me is that it\u2019s \u201cjust\u201d another shooter and we could probably have grasped something better with that concept (Personnally, my goal for the next Ludum Dare is to make a game without shooting\/killing at all). As Flex mentionned, the game lacks planification, and defense phases aren\u2019t the most interesting.<\/p>\n<p>But at the same time, I know that we couldn\u2019t have made something too complex since it\u2019s a solo game. Another idea I had was to take inspiration from the game <a href=\"http:\/\/www.surroundgame.com\/\">Surround<\/a>, where each character has a weapon archetype, and if we made 4 archetypes we could have a choice of \u201cwhich one do I leave here ?\u201d if the challenge was a bit different in each screen.<\/p>\n<p>Well that\u2019s it. I don\u2019t know if many people will read this, but writing this down helps me <img alt=\":)\" class=\"wp-smiley\" src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/icon_smile.gif\"\/><\/p>","time":"August 26th, 2014 2:21 am","title":"Ex-Fraktion : Post Mortem","title_was_empty":false}