{"author_name":"Squid Blink Games","cat":"LD #34","comments":[],"epoch":1450669800,"likes":2,"metadata":{"p_key":"9471","p_author":"Squid Blink Games","p_authorkey":"0","p_urlkey":"44689","p_title":"Ritual Craft Post-Jam","p_cat":"LD #34","p_event":"LD34","p_time":"1450669800","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>Zach here (the code simian for our entry)<br \/>\n So this particular jam was probably the smoothest one for us to date. There was a small hiccup as I tried out the new JSON tools for Unity (which fails silently on unsuccessful deserialization), and eventually came to find out it couldn&#8217;t deserialize Dictionary objects (it can only deserialize objects already handled by Unity&#8217;s own serializer), but only an hour or two was lost. I was also learning something mostly new to me (the entire game used Unity&#8217;s new-ish UI system), but that also went over pretty well.<\/p>\n <p>So what was the x-factor?<br \/>\n Sleep.<\/p>\n <p>In all previous jams, we&#8217;d push ourselves to the limit, pull all-nighters, really try to squeeze as much productivity from ourselves as possible. I usually take the Monday off from work as well. This time around, we took a much more relaxed approach; we didn&#8217;t really even get started until around noon on Saturday. We didn&#8217;t stay up super late, ate regular meals, and attended social functions that came up.<\/p>\n <p>As a result, whenever we were actively working on the project, we were fully charged and able to put in our best effort.<\/p>\n <p>So I guess there really is something to be said about getting adequate rest. It&#8217;s probably fine to crunch as the deadline approaches, but to do it from the start is pretty much suicide for a\u00a0project.<\/p>\n <p>We ended up with a game with relatively clean code, few bugs, and actually managed to get in just about every feature we&#8217;d originally planned on. We didn&#8217;t really get to playtest a lot, but the compulsion loop was fairly sound. Ingredient gather is a bit boring and tedious, but overall, we&#8217;re both very proud of what we managed to accomplish.<\/p>\n <p>The mechanics are pretty simple, and I personally approached the game as though it were a sub-portion of a larger game (a crafting system). That may have also contributed to the lack of stress.<\/p>\n <p>So, be sure to <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-34\/?action=preview&amp;uid=35330\">check out our entry<\/a>!<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-34\/?action=preview&amp;uid=35330\"><img class=\"alignnone size-medium wp-image-528816\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/Untitled15-300x168.png\" alt=\"Untitled\" width=\"300\" height=\"168\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/Untitled15-300x168.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/Untitled15-550x309.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/Untitled15.png 1277w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>","time":"December 20th, 2015 10:50 pm","title":"Ritual Craft Post-Jam"}