{"author_link":"\/users\/devastus","author_name":"Devastus","author_uid":"devastus","comments":[],"epoch":1493648155,"event":"LD38","format":"md","ldjam_node_id":28628,"likes":1,"metadata":{"p_key":"91649","p_author":"Devastus","p_authorkey":"1002439","p_urlkey":"304567","p_title":"Postmortem: Unnamed Space Project","p_cat":"LDJam ","p_event":"LD38","p_time":"1493648155","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1002439","us_name":"Devastus","us_username":"devastus","event_start":"1492732800","event_key":"69","event_name":"LD 38"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD38","removed_author":false},"_superparent":9405,"_trust":7,"author":2439,"body":"Well, after some much-needed rest it's time for a little memorial for the second Ludum Dare entry we've ever done with @Mindhead.\n\n[**Check out Unnamed Space Project**](https:\/\/ldjam.com\/events\/ludum-dare\/38\/unnamed-space-project)\n\nAs an 180 degree turn compared to Dethroned, this entry is personally a disappointment. The blatant facts of the matter is: \n- **1)** We had, in my humble opinion, several better ideas to work on, but kinda panicked and chose the \"easiest\" due to presuming that the other ideas took too much work to do correctly\n- **2)** We kinda did not make it in time, as the game was crashing due to multiple reasons at submission time and required extensive fixing in order to get it up to speed.\n- **3)** The end product does not resemble the original idea too well.\n\nTo describe the idea in short:\n\n>_**Fly from planet to planet, revitalising and colonizing these tiny barren wastelands with the newest Insta-Grass Pulse Cannon technology installed into your spaceship, and defend the process from angry aliens that don't like strangers. Bullet Hell-gameplay, Tower Defense building mechanics, weapon upgrades, stylized colourful 3D graphics coupled with a banger Synthwave soundtrack.**_\n\nYou can quickly see that only a handful of this actually came to be, starting from planet being a half-cut hemisphere for no other reason than to make things easier to do in a short time.\n\nThe project scope was a bit too big for us, and it certainly didn't help that coming in I was already suffering from a rather severe week-long sleep deprivation. Nevertheless, despite the result not being that satisfactory, it worked very well as a practice stretch to design responsive gameplay and 3D assets.\n\n![LD38_promo.jpg](\/\/\/raw\/789\/z\/3397.jpg)\n[Animated GIF](https:\/\/media.giphy.com\/media\/xUA7be9kdLkQkGrwtO\/giphy.gif)\n\n* I spent a lot more time on individual mechanics this time, like customized physics for precise controls. I put effort in designing things modular so that Entities, Controllers and Weapons would be extendable, reusable and work under the same hood. This cost me time though, possibly too much since I had little to spare on the actual content in the end, and by the end of the Jam things started breaking down as I quickly tried to tack stuff in together. End result was that the game crashed in several different steps and was practically unplayable without doing a sum of bugfixes to it, albeit having pretty good systems underneath.\n\n* I didn't get to make Camera Shake FX stuff, better UI, and most of all, all custom shader work (there was a lot of that up in the TODO lists) and other visual stuff that I was really looking forward to were totally left out of the equation.\n\n* Of course, I did the most unlikely thing and almost totally missed all audio stuff. I was able to tackle up two short loops in the final hours of the Jam. That, considering that I'm a musician and sound technician first and everything else second, is pretty horrible in itself.\n\nHowever, all this underlying API I made works very well in giving me the controls to extend this further if I deem it interesting enough (just like how I said I was going to do with Dethroned, eh :P). Some of the missing features I've already implemented in a Post version like Camera Shake n' stuff, so I'll post that in the game page at a later date.\n\nThat's things in a nutshell. TL:DR; I basically got trampled by the amount of work in an idea that didn't sit comfortably with me. Hopefully next time we'll spend the hours in a more elaborate idea, since that would feel more rewarding even if it didn't get finished.","comments":0,"created":"2017-04-26T18:33:15Z","files":[],"files-timestamp":0,"id":28628,"love":1,"love-timestamp":"2017-05-01T14:21:05Z","meta":[],"modified":"2017-05-01T14:21:05Z","name":"Postmortem: Unnamed Space Project","node-timestamp":"2017-05-01T14:15:55Z","parent":21231,"parents":[1,5,9,9405,21231],"path":"\/events\/ludum-dare\/38\/unnamed-space-project\/postmortem-unnamed-space-project","published":"2017-05-01T14:15:55Z","scope":"public","slug":"postmortem-unnamed-space-project","subsubtype":"","subtype":"","type":"post","version":74317},"node_metadata":{"n_key":"28628","n_urlkey":"304567","n_parent":"21231","n_path":"\/events\/ludum-dare\/38\/unnamed-space-project\/postmortem-unnamed-space-project","n_slug":"postmortem-unnamed-space-project","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"2439","n_created":"1493231595","n_modified":"1493648465","n_version":"74317","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/38\/unnamed-space-project\/postmortem-unnamed-space-project","text":"Well, after some much-needed rest it's time for a little memorial for the second Ludum Dare entry we've ever done with @Mindhead.\n\n[**Check out Unnamed Space Project**](https:\/\/ldjam.com\/events\/ludum-dare\/38\/unnamed-space-project)\n\nAs an 180 degree turn compared to Dethroned, this entry is personally a disappointment. The blatant facts of the matter is: \n- **1)** We had, in my humble opinion, several better ideas to work on, but kinda panicked and chose the \"easiest\" due to presuming that the other ideas took too much work to do correctly\n- **2)** We kinda did not make it in time, as the game was crashing due to multiple reasons at submission time and required extensive fixing in order to get it up to speed.\n- **3)** The end product does not resemble the original idea too well.\n\nTo describe the idea in short:\n\n>_**Fly from planet to planet, revitalising and colonizing these tiny barren wastelands with the newest Insta-Grass Pulse Cannon technology installed into your spaceship, and defend the process from angry aliens that don't like strangers. Bullet Hell-gameplay, Tower Defense building mechanics, weapon upgrades, stylized colourful 3D graphics coupled with a banger Synthwave soundtrack.**_\n\nYou can quickly see that only a handful of this actually came to be, starting from planet being a half-cut hemisphere for no other reason than to make things easier to do in a short time.\n\nThe project scope was a bit too big for us, and it certainly didn't help that coming in I was already suffering from a rather severe week-long sleep deprivation. Nevertheless, despite the result not being that satisfactory, it worked very well as a practice stretch to design responsive gameplay and 3D assets.\n\n![LD38_promo.jpg](\/\/\/raw\/789\/z\/3397.jpg)\n[Animated GIF](https:\/\/media.giphy.com\/media\/xUA7be9kdLkQkGrwtO\/giphy.gif)\n\n* I spent a lot more time on individual mechanics this time, like customized physics for precise controls. I put effort in designing things modular so that Entities, Controllers and Weapons would be extendable, reusable and work under the same hood. This cost me time though, possibly too much since I had little to spare on the actual content in the end, and by the end of the Jam things started breaking down as I quickly tried to tack stuff in together. End result was that the game crashed in several different steps and was practically unplayable without doing a sum of bugfixes to it, albeit having pretty good systems underneath.\n\n* I didn't get to make Camera Shake FX stuff, better UI, and most of all, all custom shader work (there was a lot of that up in the TODO lists) and other visual stuff that I was really looking forward to were totally left out of the equation.\n\n* Of course, I did the most unlikely thing and almost totally missed all audio stuff. I was able to tackle up two short loops in the final hours of the Jam. That, considering that I'm a musician and sound technician first and everything else second, is pretty horrible in itself.\n\nHowever, all this underlying API I made works very well in giving me the controls to extend this further if I deem it interesting enough (just like how I said I was going to do with Dethroned, eh :P). Some of the missing features I've already implemented in a Post version like Camera Shake n' stuff, so I'll post that in the game page at a later date.\n\nThat's things in a nutshell. TL:DR; I basically got trampled by the amount of work in an idea that didn't sit comfortably with me. Hopefully next time we'll spend the hours in a more elaborate idea, since that would feel more rewarding even if it didn't get finished.","title":"Postmortem: Unnamed Space Project","wayback_source":[]}