{"author_name":"TajamSoft","cat":"LD #37","comments":[],"epoch":1482427140,"likes":0,"metadata":{"p_key":"824","p_author":"TajamSoft","p_authorkey":"49546","p_urlkey":"35686","p_title":"The Shifting Theatre: Post-Mortem","p_cat":"LD #37","p_event":"LD37","p_time":"1482427140","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"49546","us_name":"TajamSoft","us_username":"\/author\/tajamsoft\/","event_start":"1481241600","event_key":"81","event_name":"Ludum Dare 37"},"text":"<p>My game for this Ludum Dare was The Shifting Theatre, a game about an actor in a play about a millenary treasure in a dungeon:<\/p>\n <p>&nbsp;<\/p>\n <p><iframe width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/HLaXNZTv4Nk?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n <p><span id=\"more-602011\"><\/span><\/p>\n <p>I started by thinking about the idea, which took about an hour&#8230; The idea is not really good but I believe it fits the theme \ud83d\ude09<\/p>\n <p>The idea is that every time you reach the exit door the scenary gets changed, this can be noticed with the closed courtains (Which are quite hard to see as curtains as they are red squares, but they are)<\/p>\n <p>Well, I started programming the tilemap renderer, got it working in 2 hours with the same perfomance regardless of how many tiles are there on the levels. I made it load .png files instead of any custom tile format, this limits a little bit what you can do in levels, but is overall enough for the project.<\/p>\n <p>After that was done I implemented the player controller and fixed some perfomance issues with the tilemap renderer.<\/p>\n <p>That was it for the first day.<\/p>\n <p>&nbsp;<\/p>\n <p>On the second day I started making some music (Which was not used at all) and continued working on code. Added basic enemies and made a bunch of levels. Expent a lot of time working on a horrible platform system which I ended up rewriting later on.<\/p>\n <p>&nbsp;<\/p>\n <p>On the third day I rewrote the platform system from scratch, implemented physics for platforms in the player and made all the levels. I also created the menu, the music that is now in the game and a few more enemies. Packaged the game and uploaded it! (for windows).<\/p>\n <p>&nbsp;<\/p>\n <p>I&#8217;m working right now in the Linux build, got a decent workflow and compiled it, but for some reason my virtual machine is not working with OpenGL, so will have to do it on a real machine!<\/p>\n <hr \/>\n <p>&nbsp;<\/p>\n <p><strong>Good stuff:<\/strong><\/p>\n <ul>\n <li>I managed to write an engine and a game in the time limit. I&#8217;m quite satisfied with that <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/li>\n <li>The graphics and sounds feel nice<\/li>\n <li>The tilemap renderer can be used for any future project<\/li>\n <li>You can use any image editor to make levels, place enemies, platforms, etc&#8230;<\/li>\n <li>The code is relatively organized. Though there are some big files (&gt;1k lines)<\/li>\n <li>Finally made a project in C++<\/li>\n <\/ul>\n <p><strong>Bad stuff:<\/strong><\/p>\n <ul>\n <li>The &#8220;physics engine&#8221; is buggy as hell, especially with moving entities.<\/li>\n <li>Enemies knock you in a very weird way.<\/li>\n <li>Some features are confusing, such as slower walking while in platforms<\/li>\n <li>The game is very short (But fairly difficult)<\/li>\n <li>The Visual Studio solution is bugged so you have to recompile the whole thing after every little change.<\/li>\n <li>Didn&#8217;t use all the time I could have used&#8230;<\/li>\n <\/ul>\n <hr \/>\n <p>&nbsp;<\/p>\n <p>Thank you for reading! Feel free to play the game!<\/p>","time":"December 22nd, 2016 12:19 pm","title":"The Shifting Theatre: Post-Mortem"}