{"author_name":"Skruffye","cat":"LD #34","comments":[{"author_name":"oz2mura","time":"December 17, 2015 6:54 am","epoch":1450353240,"text":"Looking forward to playing it, I bet you&#8217;re next LD entry will even be better with these lessons learned. Over reaching seems to be a thing that can only be learned from experiencing doing it.","spam":"N"}],"epoch":1450324440,"likes":2,"metadata":{"p_key":"9609","p_author":"Skruffye","p_authorkey":"63924","p_urlkey":"44829","p_title":"S.I.L. Design Post-Mortem","p_cat":"LD #34","p_event":"LD34","p_time":"1450324440","p_likes":"2","p_comments":"1","p_status":"UPD5","us_key":"63924","us_name":"Skruffye","us_username":"\/author\/skruffye\/","event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>Hi everyone!<\/p>\n <p>Well, Ludum Dare is over again and I felt like doing a quick design-side post-mortem for our game S.I.L. &#8211; Synthetic Intelligent Lifeform.<\/p>\n <p>If you are interested in playing our game then you can do so <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-34\/?action=preview&amp;uid=63924\" target=\"_blank\">here<\/a>.<\/p>\n <p>INTRO<br \/>\n So, this is my second Ludum Dare and my first as the sole designer. My first LD was LD31 (link <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=44234\" target=\"_blank\">here<\/a>) where I was the team artist, animator and composer. This time, I was largely the designer, as well as the writer and artist and, whilst I know that my last entry (Black Drop) was more fun to play and was much more polished upon release, I have to say that I am very pleased with the sheer scope of this entry (S.I.L.) and am happy with how much of it we got done in only three days.<\/p>\n <p>That being said, of course, we aimed too high and ultimately paid the price for our hubris, but hey, what&#8217;s Ludum Dare for if not a bit of fun and an excellent learning experience?<br \/>\n As the designer, I do feel largely responsible for the overscoping and will endeavour to think much more carefully about it as a potential issue in future.<br \/>\n However, despite my failure to comprehend the true meaning of &#8220;three days&#8221;, my partner Michael made a beyond-valiant effort to program my design into existence and, ultimately, only fell short by a surprisingly small margin.<\/p>\n <p>Somehow, S.I.L. was released on time (just) and we&#8217;ve spent the last two days bug-squashing (and will probably be spending even more time doing so in days to come). Despite this, S.I.L. isn&#8217;t quite what we had naively envisioned at the innocent beginning of Ludum Dare, but it is in a playable state, has a certain, strange fun-factor and is, thematically, rather slick (if I do say so myself). At the end of the day, what better could an overambitious pair of devs have possibly\u00a0hoped for? <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n <p>THE BAD<br \/>\n As my major role in the project, I feel like my design was, at its core, solid, although the execution was lacking. Whilst I am confident that S.I.L. held the premise of an interesting and enjoyable game, I know that I fell short at one particularly key hurdle: scope.<br \/>\n Other aspects could have been improved upon with a short amount of testing but because of the poor scoping, we did not have any time to refine the design and had to submit without any testing.<\/p>\n <p>Were I given the opportunity to refine my design now, I would firstly drastically reduce the number of machines on one network. Whilst infecting a large network of unique machine was bizarrely fun in and of itself, the core gameplay suffered from the sheer dilution brought on by networks of 40+ machines. A smaller network of about 10-30 machines would, I believe, have significantly improved the gameplay.<\/p>\n <p>Additionally, I would have reworked some of the Scripts mechanics to make them more useful, although that might not have been such a large issue on a smaller network. Either way, this issue would only have become apparent through testing which, unfortunately, is something that we did not end up with time to do!<\/p>\n <p>THE GOOD<br \/>\n So, it&#8217;s not all bad! Despite the overall overreach of the project, I am genuinely proud of S.I.L. for several reasons. As my first chance to lead the design of a game in a team (even a small one!), I felt that I did a good job of balancing the roles and stats of each of the powers in the game, even if a couple of them needed some tweaking that they sadly never received! In addition, I think that the mechanics and overall structure of the game work quite well and I am proud of that.<\/p>\n <p>My favourite contribution to the game was probably the script, which I wrote during\u00a0the first day and appears through the in-game console cutscenes. Although writing is my field of interest anyway, I was particularly happy with how the character of S.I.L. was portrayed through the unusual medium of console logs and how it, as a character, smoothly grew over the course of the short story.<br \/>\n As a subject of philosophy, I find morality in artificial intelligence particularly interesting and, through the story of S.I.L., I feel that I successfully explored\u00a0several of my thoughts and feelings on the matter.<\/p>\n <p>Finally, I was pleased with the UI that I designed in the style of old command-line interfaces, as well as the animations on the programs as they travel across the network.<\/p>\n <p>CONCLUSION<br \/>\n From a player&#8217;s perspective (ultimately the most important one) I believe that my last LD entry was much more appealing. However, my last entry didn&#8217;t come close to the ambition of S.I.L. and I am proud&#8211;from a designer&#8217;s perspective&#8211;of what we have accomplished. In future projects, I will endeavour to build upon what I have learned from this experience to make my designs even better for the player, and not just the designer.<\/p>\n <p>Of course, without my partner Michael, S.I.L. would just be a bunch of design notes, some art assets and a script, so I&#8217;m incredibly grateful for all of the hard work that he put into the project to make this Ludum Dare an enjoyable, educational and productive experience! (Although I think I&#8217;ll let him write his own port-mortem from the programmer&#8217;s perspective!)<br \/>\n Thank you for reading, I hope you had as good an LD as I did and, if you have a spare moment, please give S.I.L. a look! I hope you have fun!<\/p>\n <p>-Nathan<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/devsocyork\/\" rel=\"tag\">DevSocYork<\/a><\/p>","time":"December 16th, 2015 10:54 pm","title":"S.I.L. Design Post-Mortem"}