{"author_name":"reheated","cat":"LD #37","comments":[],"epoch":1482129840,"likes":0,"metadata":{"p_key":"905","p_author":"reheated","p_authorkey":"15514","p_urlkey":"35752","p_title":"The 16th Bit \u2013 Postmortem","p_cat":"LD #37","p_event":"LD37","p_time":"1482129840","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"15514","us_name":"reheated","us_username":"reheated","event_start":"1481241600","event_key":"81","event_name":"Ludum Dare 37"},"text":"<p>My entry is <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-37\/?action=preview&amp;uid=15514\">The 16th Bit<\/a>. You&#8217;ve been mysteriously invited to a LAN party, and upon arrival you find out that the host has gone missing! There is a computer in the room that serves up two types of puzzles. Firstly you get cryptic clues, which you solve by picking the right computer game from around the room.<br \/>\n <img class=\"aligncenter size-full wp-image-601432\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/12\/bit1.gif\" alt=\"The 16th Bit\" width=\"638\" height=\"398\" \/><\/p>\n <p>The second is a tile-based puzzle where you have to fill all the tiles with blood or water according to some constraints.<img class=\"aligncenter size-full wp-image-601433\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/12\/bit2.gif\" alt=\"The 16th Bit\" width=\"638\" height=\"398\" \/><\/p>\n <p>I am a fan of cryptic crosswords and enjoyed The 11th Hour as a kid. The theme &#8220;One Room&#8221; seemed perfect for making something along those lines so I took a shot.<\/p>\n <p>The game is fully voiced (I got my wife to voice the character who gives you hints &#8211; I did the others). One interesting problem I had to solve was how to have clickable objects placed around the room, without hard-coding the clickable regions. Probably some game engines provide a feature to do this but I had to implement it myself. Turned out not too hard: I used Krita to draw the graphics then opened the images in GIMP to create image maps for them. Then I wrote code to open up the image map files and extract all the polygons from them.<\/p>\n <h3>My big mistake: not playing to my strengths.<\/h3>\n <p>Originally my plan was only to make a cryptic clue-based game. It quickly became apparent that I wouldn&#8217;t be able to write a lot of satisfactory clues quickly enough. Furthermore, my plan to draw cheesy versions of the game art for each game would restrict how many games I could include (both as solutions to the puzzles and as red herrings). With not too many games to pick from, the gameplay was not going to last very long. I realised I had to supplement this gameplay with something a bit longer lasting. So the game alternates between cryptic clues and a new kind of tile-based puzzle. Fortunately I came up with some interesting rules and six nice puzzles using the rules.<\/p>\n <p>The result, though, was that I basically had to make two games in one. The tile-based puzzle has simple rules and was easy to code up. But making a room that you can navigate and pick games out of, and drawing the room and the games, took a lot of work. Even though the art is\u00a0very simple, it is not my strength, so it took a long time to make each graphic. It also took a lot of (thankfully not difficult) code to handle navigating the room and reacting to the player&#8217;s actions. So I was really pressed for time. I only slept about 3 hours out of the entire 48, and only had a couple of decent breaks. There was little time for polish and gameplay balancing, and I think the blood and water puzzles get too hard too quickly. If there was more time to polish and perhaps test the gameplay on people, I would have thought to make the puzzles a little easier and add more visual feedback\/hints. Due to my tiredness I frequently had to deal with audio-related bugs. (And I forgot some other details, like an indicator of how far through the game you are.)<\/p>\n <p>All of this spells out a lesson that I\u00a0<em>thought<\/em> I had already learned.\u00a0<em>Between<\/em> LD events, focus on weaknesses (for me: art, writing).\u00a0<em>During<\/em> LD events focus on strengths (for me: puzzle design, programming). I&#8217;m happy that I stretched my limits a bit, but it&#8217;s better if most of the stretching is done before the event so that I&#8217;m comfortable and fluent with whatever skills I&#8217;m using during the 48 hours.<\/p>\n <p>A second lesson is maybe not to try to make two games in one. The blood and water puzzle turned out interesting and if I&#8217;d spent the whole time focused on that (and got more sleep) I could have made a much more polished and balanced experience.<\/p>\n <p>Well, that&#8217;s all I can think of to say right now! I think there are some things to enjoy about this game even if it is a bit under-polished.\u00a0If you try the game out then I&#8217;d really appreciate your feedback because I&#8217;m always trying to improve and I&#8217;m sure there are things I&#8217;m just not aware of (or things I am aware of but don&#8217;t know how much they matter to the player).<\/p>","time":"December 19th, 2016 1:44 am","title":"The 16th Bit \u2013 Postmortem"}