{"assets":[{"original":"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/sorceres.gif","local":"\/data\/posts\/2014\/12\/23dddb145be0a1d66109123f5c5660a8.gif"}],"author_link":"author\/digital_sorceress\/","author_name":"sorceress","cat":"LD #31","categories":["LD #31"],"comments":[],"epoch":1417756800,"event":"LD31","likes":18,"metadata":{"p_key":"82848","p_author":"sorceress","p_authorkey":"0","p_urlkey":"293580","p_title":"Sorceress is IN (free tips inside!)","p_cat":"LD #31","p_event":"LD31","p_time":"1417756800","p_likes":"18","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\/05\/sorceress-is-in-free-tips-inside\/","text":"<p style=\"text-align: center;\"><img alt=\"\" src=\"\/data\/posts\/2014\/12\/23dddb145be0a1d66109123f5c5660a8.gif\"\/><\/p>\n<h2 style=\"text-align: center;\"><strong>It\u2019s <del datetime=\"2014-12-05T11:47:01+00:00\">Ludum Dare<\/del> \u2603 Time!<\/strong><\/h2>\n<p><\/p>\n<h2>Tips<\/h2>\n<p>If you live in Europe, then the compo is split over 2 days. This is generally how I split my work between Saturday and Sunday:<\/p>\n<ul>\n<li><strong>Day 1 \u2013 <\/strong>engine, controls, graphics, music.<\/li>\n<li><strong>Day 2<\/strong> \u2013 gameplay features, level design, sound effects, menu, particles and other visual effects.<\/li>\n<\/ul>\n<p>I recommend this schedule to others. My reasoning? Day 2 can be stressful \u2013 or rather \u2013 you will feel the pressure of time. When you\u2019re under pressure you will rush things, and the engine\/controls\/graphics\/music can\u2019t afford to be rushed!<\/p>\n<p>If you do rush these things, you don\u2019t do them as well or as carefully. So they will be more prone to errors, and you won\u2019t really have time to properly test\/debug\/fix them.<\/p>\n<p><strong>Engine<\/strong> \u2013 Say you rush your engine (that is the game loop and the core physics of your game). If it doesn\u2019t work properly, then you could have a broken game. Nothing else will matter.<\/p>\n<p><strong>Controls<\/strong> \u2013 Imagine if the keys\/mouse input doesn\u2019t work properly. Imagine if a character can\u2019t make jumps it is supposed to be able to make. Or if the speed\/feel of character movement is just wrong\/bad. Imagine if an inventory or in-game menu won\u2019t open. Your game could be unplayable.<\/p>\n<p><strong>Graphics<\/strong> \u2013 Rush your graphics and spoil them and your game will look bad. Graphics create first impressions. Your screenshot is all that will entice players to click your game, and your game could well be judged after a mere 60 seconds of play. First impressions are everything!<\/p>\n<p><strong>Music<\/strong> \u2013 Leave it until day 2 and it\u2019s the sort of thing you\u2019ll keep putting off until it\u2019s too late! And if you rush your music then your game could sound bad. Painful sounds will put player\u2019s in a bad mood, which could be the difference between \u201cI like your game\u201d and \u201cI don\u2019t like your game\u201d. Don\u2019t make them want to turn down the volume.<\/p>\n<p><strong>Day 2<\/strong> \u2013 If you\u2019re finding things too stressful, then try not to worry. Don\u2019t worry about making a big game with many levels and a zillion different items. Short games are often preferred anyway! Everybody cuts corners on day 2, so let it happen. And always have fun, and let that fun show in your work. <\/p>\n<p>Good Luck. See you on the other side \ud83d\ude1b<\/p>","time":"December 5th, 2014 5:20 am","title":"Sorceress is IN (free tips inside!)","title_was_empty":false}