{"author_link":"\/users\/rmershon","author_name":"Rmershon","author_uid":"rmershon","comments":[],"epoch":1493237450,"event":"LD38","format":"md","ldjam_node_id":28646,"likes":2,"metadata":{"p_key":"91660","p_author":"Rmershon","p_authorkey":"1009821","p_urlkey":"304578","p_title":"A Small World After All: A Postmortem Reflection","p_cat":"LDJam ","p_event":"LD38","p_time":"1493237450","p_likes":"2","p_comments":"0","p_status":"WAYBACK","us_key":"1009821","us_name":"Rmershon","us_username":"rmershon","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":1,"author":9821,"body":"### First off, heres a link to our game:\n\nLink to Mac & Windows versions: [A Small World After All](https:\/\/rmershon.itch.io\/ldjam38)\n\n### Second, a reflection of our game:\n\nWe made a stealth game, where the objective was to collect a certain number of items in a grocery store before time ran out without getting caught by people you know. Our initial goal was to create a 2D game that focused on stealth abilities, such as holding a shopping bag in front of your face or knocking over items in another aisle, while collecting items. We were able to enact the element of collecting items while avoiding people from your past, but we didn\u2019t get to implementing the more nuanced stealth mechanics. And our concept of a simple top down 2D game quickly changed to a 3D game with the addition of our assets.\n\nWe used LMMS for our background music, but most of our assets were from the Unity asset store (no one in our group has any artistic abilities!). \n\nSomething that definitely took more time than expected was putting together the grocery store. In addition to the basic layout of the store taking a lot of time, it took a big portion of time to fill the shelves with items. We also had a lot of issues with pushing things and then the changes being overridden by someone else\u2019s push, which resulted in a lot of repeated work. A couple things that were broken at the original build time were the animations of some characters, which we thought we had working. Also the functionality of our Main menu system was a little broken, when starting the game the credits screen appeared first. One of the characters that was supposed to chase you stopped working.  And finally the timer that had been working the whole build was suddenly not working. \n\n### Some things that we plan on changing throughout this next week:\n\n  * Improving the animations of our NPCs. This was something that just didn\u2019t seem to work during our final build of the game. We need to dedicate a little more time in redoing this part of our game\n\n  * Fixing the timer is and needs to be one of the most important things to get done. It is a key component that our game currently lacks\n\n  * Implementing more sneak functionality into the game. Right now there isn\u2019t an obvious way to determine if an enemy character is looking right at you so its hard to avoid them. This is something we will implement. \n\n  * Make it easier to see the NPCs\n\nOverall for our first game jam, this has been extremely enjoyable and informative. It really tested our skills as game developers that we have been developing for about a semester. \n\nPictures during development:\n\n![Screen Shot 2017-04-22 at 11.25.58 PM.png](\/\/\/raw\/d56\/2\/z\/28c2.png)\n\n![Screen Shot 2017-04-23 at 9.24.29 PM.png](\/\/\/raw\/d56\/2\/z\/28c3.png)\n\n![Screen Shot 2017-04-24 at 8.57.45 PM.png](\/\/\/raw\/d56\/2\/z\/28c4.png)\n\nThanks for checking us out!\n","comments":0,"created":"2017-04-26T20:04:19Z","files":[],"files-timestamp":0,"id":28646,"love":2,"love-timestamp":"2017-04-27T15:26:12Z","meta":[],"modified":"2017-04-27T15:26:12Z","name":"A Small World After All: A Postmortem Reflection","node-timestamp":"2017-04-27T15:22:34Z","parent":18420,"parents":[1,5,9,9405,18420],"path":"\/events\/ludum-dare\/38\/a-small-world-after-all\/a-small-world-after-all-a-postmortem-reflection","published":"2017-04-26T20:10:50Z","scope":"public","slug":"a-small-world-after-all-a-postmortem-reflection","subsubtype":"","subtype":"","type":"post","version":69519},"node_metadata":{"n_key":"28646","n_urlkey":"304578","n_parent":"18420","n_path":"\/events\/ludum-dare\/38\/a-small-world-after-all\/a-small-world-after-all-a-postmortem-reflection","n_slug":"a-small-world-after-all-a-postmo","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"9821","n_created":"1493237059","n_modified":"1493306772","n_version":"69519","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/38\/a-small-world-after-all\/a-small-world-after-all-a-postmortem-reflection","text":"### First off, heres a link to our game:\n\nLink to Mac & Windows versions: [A Small World After All](https:\/\/rmershon.itch.io\/ldjam38)\n\n### Second, a reflection of our game:\n\nWe made a stealth game, where the objective was to collect a certain number of items in a grocery store before time ran out without getting caught by people you know. Our initial goal was to create a 2D game that focused on stealth abilities, such as holding a shopping bag in front of your face or knocking over items in another aisle, while collecting items. We were able to enact the element of collecting items while avoiding people from your past, but we didn\u2019t get to implementing the more nuanced stealth mechanics. And our concept of a simple top down 2D game quickly changed to a 3D game with the addition of our assets.\n\nWe used LMMS for our background music, but most of our assets were from the Unity asset store (no one in our group has any artistic abilities!). \n\nSomething that definitely took more time than expected was putting together the grocery store. In addition to the basic layout of the store taking a lot of time, it took a big portion of time to fill the shelves with items. We also had a lot of issues with pushing things and then the changes being overridden by someone else\u2019s push, which resulted in a lot of repeated work. A couple things that were broken at the original build time were the animations of some characters, which we thought we had working. Also the functionality of our Main menu system was a little broken, when starting the game the credits screen appeared first. One of the characters that was supposed to chase you stopped working.  And finally the timer that had been working the whole build was suddenly not working. \n\n### Some things that we plan on changing throughout this next week:\n\n  * Improving the animations of our NPCs. This was something that just didn\u2019t seem to work during our final build of the game. We need to dedicate a little more time in redoing this part of our game\n\n  * Fixing the timer is and needs to be one of the most important things to get done. It is a key component that our game currently lacks\n\n  * Implementing more sneak functionality into the game. Right now there isn\u2019t an obvious way to determine if an enemy character is looking right at you so its hard to avoid them. This is something we will implement. \n\n  * Make it easier to see the NPCs\n\nOverall for our first game jam, this has been extremely enjoyable and informative. It really tested our skills as game developers that we have been developing for about a semester. \n\nPictures during development:\n\n![Screen Shot 2017-04-22 at 11.25.58 PM.png](\/\/\/raw\/d56\/2\/z\/28c2.png)\n\n![Screen Shot 2017-04-23 at 9.24.29 PM.png](\/\/\/raw\/d56\/2\/z\/28c3.png)\n\n![Screen Shot 2017-04-24 at 8.57.45 PM.png](\/\/\/raw\/d56\/2\/z\/28c4.png)\n\nThanks for checking us out!\n","title":"A Small World After All: A Postmortem Reflection","wayback_source":[]}