{"assets":[],"author_link":"author\/doubles\/","author_name":"Scott Slucher","cat":"LD #31","categories":["LD #31"],"comments":[],"epoch":1418199660,"event":"LD31","likes":6,"metadata":{"p_key":"82517","p_author":"Scott Slucher","p_authorkey":"0","p_urlkey":"293249","p_title":"My thoughts now that it\u2019s over","p_cat":"LD #31","p_event":"LD31","p_time":"1418199660","p_likes":"6","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\/10\/my-thoughts-now-that-its-over\/","text":"<p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/4b99ef914b9a8806efb73156186aa513.jpg\"><img alt=\"4b99ef914b9a8806efb73156186aa513\" class=\"aligncenter wp-image-424745 size-full\" height=\"450\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/4b99ef914b9a8806efb73156186aa513.jpg\" width=\"450\"\/><\/a><\/p>\n<p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=27170\" target=\"_blank\">Entomophobia<\/a> is, for the most part, a success. It\u2019s arguably somehow the most content complete game I\u2019ve made yet, despite being made in 2 days compared to others that have had over a month.<\/p>\n<p>More than anything, this project has convinced me of how streamlined 2D is for development. It removes a lot of variables you have to account for, and naturally smooths out the game.<\/p>\n<p>\u00a0<\/p>\n<div class=\"wp-caption aligncenter\" id=\"attachment_424755\" style=\"width: 560px\"><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/27170-shot1.png\"><img alt=\"27170-shot1\" class=\"wp-image-424755 size-large\" height=\"343\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/27170-shot1-550x343.png\" width=\"550\"\/><\/a><p class=\"wp-caption-text\">Early proof-of-concept of Gameboy look<\/p><\/div>\n<p>The idea of making a Gameboy game came from and old idea I\u2019ve had: using a render texture to force low-res rendering. The screen is 128\u00d7128 pixels, rendered with no internal AA or multisampling. The camera for rendering the gameboy graphics is orthographic, while the camera looking at the gameboy is perspective and has some AA to it.<\/p>\n<div class=\"wp-caption aligncenter\" id=\"attachment_424770\" style=\"width: 560px\"><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/2014-12-10-10.07.19.png\"><img alt=\"2014-12-10 10.07.19\" class=\"wp-image-424770 size-large\" height=\"339\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/2014-12-10-10.07.19-550x339.png\" width=\"550\"\/><\/a><p class=\"wp-caption-text\">The title screen is so Gameboy it hurts<\/p><\/div>\n<p>It also reminded me how valuable a dedicated artist is. I basically just gave them directions like \u201cit\u2019s a Gameboy look\u201d or \u201cmake me an enemy that\u2019s like smaller but not tiny.\u201d It really freed up my mind.<\/p>\n<p>The biggest enemies to this project were various kinds of clutter. I always knew it was a bit much, but there\u2019s a lot to be said about letting someone unfamiliar with your game playtedt it. The dev team was used to the clutter, and thus it wasn\u2019t as big a deal. Except it\u2019s the main complaint everyone has with it: Too much clutter and screenshake.<\/p>\n<p>\u00a0<\/p>\n<p>Okay, I\u2019ve ranted long enough. If you haven\u2019t checked it out yet\u2026<\/p>\n<p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=27170\" target=\"_blank\">Entomophobia<\/a><\/p>\n<p>\u00a0<\/p>\n<p>-Scott<\/p>","time":"December 10th, 2014 8:21 am","title":"My thoughts now that it\u2019s over","title_was_empty":false}