{"assets":[{"original":"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/image17-247x300.jpg","local":"\/data\/posts\/2014\/12\/0da44949dba11e2e4e3c06fe638b2823.jpg"}],"author_link":"author\/tuba\/","author_name":"Tuba","cat":"LD #31","categories":["LD #31"],"comments":[],"epoch":1418054340,"event":"LD31","likes":3,"metadata":{"p_key":"82450","p_author":"Tuba","p_authorkey":"0","p_urlkey":"293182","p_title":"Rome\u2019s Little Step Post Mortem","p_cat":"LD #31","p_event":"LD31","p_time":"1418054340","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1417737600","event_key":"26","event_name":"LD31"},"source_url":"2014\/12\/08\/romes-little-step-post-mortem\/","text":"<p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/image17.jpg\"><img alt=\"image1\" class=\"size-medium wp-image-421056 aligncenter\" height=\"300\" src=\"\/data\/posts\/2014\/12\/0da44949dba11e2e4e3c06fe638b2823.jpg\" width=\"247\"\/><\/a><\/p>\n<p>I usually don\u2019t write stuff like that but I think the development of this specific Ludum Dare entry was interesting enough for other people to read. So, why not?<\/p>\n<p>At first I decided to make an action-RPG roguelike with a map entirely on the screen, the catch here was that you could zoom in, so while the whole game would fit the screen, you could zoom at the room you where at the moment. Kinda cheating the theme a little but I was thinking of ways to force the player to use the zoom out function a lot and look at the whole map to kill some specific kind of enemies or solve a puzzle.<\/p>\n<p>Anyway, I was going with Actionscript 3 and Flixel, drew a simple character, loaded it up, made it move and went to program the map generating part. The map would need to be quite big so it wouldn\u2019t loose quality on the zoom, so the zoomed in quality would have to be the default one. I tried to create a big map and got an error message, turns out that Flixel couldn\u2019t support a map at the size that I needed. Of course I could divide it in small pieces, try some compression, use trees or something but it\u2019s Ludum Dare, I had only 48 hours! So, I decided to stop using Flixel and just use \u201cpure\u201d Actionscript, with vector graphics, like Macromedia intended back in the day. And since I was using vectors, why not go retro and try to make something like a Vectrex game? Initially I was using a lot of circles, when I decided to go \u201cfull Vectrex\u201d and make everything square looking, it became much better. I even used the same aspect ratio as the console.<\/p>\n<p>Some people liked the art style and it\u2019s interesting to think that it\u2019s like that because of a technical reason.<\/p>\n<p>But it was still going to be an action-RPG at that point. I started thinking about ways to make procedural rooms using vectors and decided it would be best to have a fixed dungeon, \u201cIt\u2019s going to be a 2D vector-based Dark Souls\u201d I thought, and started making the design for my dungeon. That way, the puzzles and monsters that require the zoom mechanic would also be easier to design.<\/p>\n<p>Then I decided to try to program some combat.<\/p>\n<p>I spent most of my Saturday working on enemy AI and trying to make defending and swing the sword feel good. I really liked doing that part and at around 16 hours to the deadline I threw away the dungeon and decided to make a game focused on combat. I thought \u201croman gladiators\u201d where a nice excuse for it and decided to go with that, also made some weapons and \u201chats\u201d because at that moment the characters were just dull circles with nothing on then. It was hard to know where your character\u00a0was looking at, just drawing\u00a0something on the top of them made it much easier.<\/p>\n<p>I spent the last 16 hours making the menus, sounds, music and thinking about how to improve the combat, so I went to watch some people play Dark Souls, which was my original inspiration anyway.\u00a0I liked that hitting an enemy shield\u00a0on DS stuns you for a brief moment and decided to copy that.\u00a0It worked and made the combat more interesting but also too hard. Which I didn\u2019t notice at the time because what was bothering me the most was that the game was way too easy (take some time to test and balance your games people). I spent the last 2 hours tweaking the AI, it was working well with one enemy, but when you put more of them,\u00a0they don\u2019t play nice with each other. In the end, the best I could do\u00a0at the last hour was to put some randomness on it when they are likely to get stuck. I also had to remove the collision from the background because the player was getting stuck on it a lot.<\/p>\n<p>In the end I had a lot of fun making this, learned a lot about AI, testing, drawing vectors and adapting\u00a0your game idea. After 3 Ludum Dares, it was also the first time I made the music for my\u00a0game and really liked the result.<\/p>\n<p>By the way, here\u2019s my entry:<\/p>\n<p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=11195\" target=\"_blank\">http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=11195<\/a><\/p>\n<p>It\u2019s not as good as I wanted it to be but hope you guys like it. <img alt=\":)\" class=\"wp-smiley\" src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/icon_smile.gif\"\/><\/p>\n<p>PS: The name is a joke and a reference to a brazilian song, decided it 10 minutes before sending the game and couldn\u2019t think of nothing better.<\/p>\n<p>\u00a0<\/p>\n<p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a><\/p>","time":"December 8th, 2014 3:59 pm","title":"Rome\u2019s Little Step Post Mortem","title_was_empty":false}