{"assets":[],"author_link":"author\/wooltech\/","author_name":"wooltech","cat":"LD #33","categories":["LD #33"],"comments":[],"epoch":1441444320,"event":"LD33","likes":11,"metadata":{"p_key":"83099","p_author":"wooltech","p_authorkey":"0","p_urlkey":"293831","p_title":"POSTMORTEM: I May Have Misunderstood: RPG","p_cat":"LD #33","p_event":"LD33","p_time":"1441444320","p_likes":"11","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1440115200","event_key":"29","event_name":"LD33"},"source_url":"2015\/09\/05\/postmortem-i-may-have-misunderstood-rpg\/","text":"<p style=\"text-align: center\"><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=46350\"><img alt=\"I May Have Misunderstood: RPG\" class=\"aligncenter size-large wp-image-499888\" height=\"403\" sizes=\"(max-width: 550px) 100vw, 550px\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/SS_Title-550x403.png\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/SS_Title-300x220.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/SS_Title-550x403.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/SS_Title.png 748w\" width=\"550\"\/><\/a><em><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=46350\" target=\"_blank\">Click To Play<\/a><\/em><\/p>\n<p>I\u2019m in the UK, so I waited for the theme to be announced and then promptly went to bed. By morning I had my idea \u2013 the theme didn\u2019t say <em>\u201cThe Player Is The Monster\u201d<\/em>. It addressed me directly, <em>\u201cYou, Wooltech, Are The Monster.\u201d<\/em><\/p>\n<p>So how would I make a game where the developer is the bad guy?<\/p>\n<p>My main problem is always artwork. As in I can\u2019t do it, so my first Ludum Dare used pixel-sized characters, the next was text only. This time, my workaround could be photos. Of me.<\/p>\n<p>One thing led to another, and soon I was at work making the old school style RPG you see in the screenshots.<\/p>\n<p>There are four main elements to the game itself:<\/p>\n<p style=\"text-align: center\"><strong>MOVEMENT<\/strong><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=46350\"><img alt=\"post_map\" class=\"aligncenter size-full wp-image-499889\" height=\"254\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/post_map.png\" width=\"232\"\/><\/a><\/p>\n<p>Movement was going to be actual movement through a 3-D maze, but I ditched that pretty early on. Again, it took quite a while before I settled on the unlockable, clickable buttons that replaced it. Not ideal, but I hope it retained the sense of exploration.<\/p>\n<p style=\"text-align: center\"><strong>HEROES<\/strong><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=46350\"><img alt=\"SS2\" class=\"aligncenter size-full wp-image-499898\" height=\"321\" sizes=\"(max-width: 276px) 100vw, 276px\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/SS2.jpg\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/SS2-258x300.jpg 258w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/SS2.jpg 276w\" width=\"276\"\/><\/a><\/p>\n<p>Orginally the three buttons under the Heros were \u2018Attack\u2019, \u2018Skill\u2019, \u2018Item\u2019. There were going to be player levels, unlockable skills and spells, collectable items to loot, buy and sell, equipable weapons and armour, consumable food and potions. The works. Oh, there were going to be multiple classes to pick from too.<\/p>\n<p>Obviously \u2013 too ambitious. Especially as real-life took away more of the 48 hours than I expected.<\/p>\n<p>Late Sunday I finally cut all that and came up with a more streamlined version of three skills per hero, and each encounter directly increasing stats rather than using XP. I think it works.<\/p>\n<p style=\"text-align: center\"><strong>ENEMIES<\/strong><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=46350\"><img alt=\"post_enc\" class=\"aligncenter size-full wp-image-499894\" height=\"488\" sizes=\"(max-width: 239px) 100vw, 239px\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/post_enc.jpg\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/post_enc-147x300.jpg 147w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/post_enc.jpg 239w\" width=\"239\"\/><\/a><\/p>\n<p style=\"text-align: left\">The enemies worked out pretty much as intended. They have almost the same stats behind the scenes as the heros have. At the last minute I decided to gave them unique abilities too \u2013 a simple hardcoded check for which enemy type was attacking, and a percentage chance for it to do something interesting instead of just roll to hit the Hero. Eg. Ratkin may flee, White Mage may heal a random enemy, and so on.<\/p>\n<p>And, yes, they are all me in various LARP costumes. As one commenter put it <em>\u201cyou\u2019re not very shy are you? ha\u201d<\/em><\/p>\n<p style=\"text-align: center\"><strong>DIALOGUE<\/strong><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=46350\"><img alt=\"post_dialogue\" class=\"aligncenter size-full wp-image-499902\" height=\"262\" sizes=\"(max-width: 512px) 100vw, 512px\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/post_dialogue.jpg\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/post_dialogue-300x154.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/09\/post_dialogue.jpg 512w\" width=\"512\"\/><\/a><\/p>\n<p style=\"text-align: left\">I put together a fairly simple but robust system for branching dialogue, with me as the evil developer talking directly to the player. Another last minute addition was an option to reward stats after each dialogue choice.<\/p>\n<p style=\"text-align: left\">It was disappointing to realise I\u2019d spent too long on other parts of the game and didn\u2019t have time to develop the full story I had in mind.<\/p>\n<p style=\"text-align: left\">Originally it was going to be a lot more fourth-wall breaking and really play with the idea of the developed-as-enemy. Things like healing bad guys, switching buttons around, popping up a debug menu to fully heal the enemies mid-fight (with a heal-player button that you could hit if you were fast enough), fake logging into the player\u2019s facebook account to post stuff, and more.<\/p>\n<p style=\"text-align: left\">I\u2019m happy with what I ended up with, but it could have been better. Isn\u2019t that always the way?<\/p>\n<p style=\"text-align: center\"><strong>TOOLS<\/strong><\/p>\n<p style=\"text-align: left\">I made this using C# in Unity 5 as I wanted a reason to figure out the new UI stuff. I also intended to use 3D for the maze exploration element, and to suddenly twist away the flat UI and reveal a matrix-like thing behind it and\u2026well, other stuff that was again way too ambitious for the time limit.<\/p>\n<p style=\"text-align: left\">It was literally uploaded with 5 mins to spare, so there are not even any beeps and clicks as you use the buttons. Next time I\u2019ll remember to get audio together early on as the game feels pretty empty without it.<\/p>\n<p style=\"text-align: left\">It was fun to make, and one day I\u2019ll polish it up and add all the crazy ideas I had to cut out.<\/p>\n<p style=\"text-align: left\">For now, I\u2019m spending my time playing other people\u2019s entries \u2013 as always it\u2019s amazing what everyone has achieved over a single weekend.<\/p>\n<p style=\"text-align: left\"><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=46350\" target=\"_blank\">You can play \u201cI May Have Misunderstood: RPG\u201d by clicking here.<\/a><\/p>","time":"September 5th, 2015 9:12 am","title":"POSTMORTEM: I May Have Misunderstood: RPG","title_was_empty":false}