
Ah, the satisfaction of doing something that actually makes you proud. I learned this the hard way, when I attempted a more complex game with Ludum Dare 25. I was not in a mood for it and already after day one, I was considering tossing the towel into the ring. But I carried on and delivered a broken prototype, that left a nasty feeling in my gut that I just wasted a weekend for nothing.
However, lessons were learned from that, and thus this time I made sure I would only make things I truly enjoy and that are focused on my strongest sets of skills. I wanted to aim for something rich in mood and story, that had a cinematic feeling to it, or as it turned out in this case, a sense of theater play. So a quick rundown of how the weekend went about.
Day 1:
Got up to read the theme. Thought about it for a while, and the remembered an old idea that I have had before. Started setting up a base template to work upon for an hour. Then I went out into the nice sun and weather, since we were having a spring cleaning that weekend. Then in the afternoon, I started working on the game. My main goal was to set up all the game mechanics within the first day, so that the second day would be focused entirely on content, which really payed off.
Day 2:
By somewhere around afternoon I guess, all mechanics, graphics and music had been wired up. For the music, I know from previously Ludum Dare that it is not my cup of tea, so I put something together with www.jamwithchrome.com and left it at that in order to save time for creating content.So now it was time to create the actual game and storyline. It hit me as brickwall and I didn’t know where to start. Luckily I did what would turn out to be the best choice I could have made. I sat down and wrote a walkthrough.
Yes, that is correct, before the game was even made, there was a walkthrough for it. But this was going to serve as great reference when I started coding the logic for the game and knowing what would happen at every sequence. So I made a silent placeholder dialog consisting of “…” that could be invoked of every character. And I then began to code all the logic with the goal of matching it completely with the walkthrough and all the scenes that was supposed to happen.
Having it then done, a writing marathon began, as I wrote lines of dialog for 4-6 hours straight. The code structure made it really simple to add in dialog and replace the placeholder. So it was quite a magic moment when I first played through the game, now that all the dialog had been added. It took me 20 minutes just to get through and proofread everything. So the game was more or less complete with 3 hours to go. I used another half hour or so for some final tweaking and then it was finally done and ready for the compo!
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So that is how the weekend went about. Now, before I do a quick summary of what went good and what went bad, I would like to talk about a few things.
One thing that I put great emphasis on, was to make the game and story completely free of any gender and racial bias. That is, you can not tell anything about the characters besides their manners and personality. This made some of the sentences tricky, but nothing that couldn’t be worked around. Why I did this, was that I felt it was necessary in order to prevent any form of stereotypes and prejudices. Otherwise, there would be a high chance that it would have turned out a white male (as I am) or perhaps a white female. By conceling the characters, they would be guarded from any type of preconception from my side.
I also made sure to heigthen the words that was important to the game world as a way to enforce them and give them a more heavy weight to the player. By repeating them over and over in a sort of honory manner, they will eventually start to live as a higher concept. This also came about, as all the actors and probs had a static place and associated Hymn, further rooting the very nature of the game for the player.
Lastly, everything was intentionaly but in a high abstract form. My idea was that this game should be able to translate completely into a real life theater play. And thus, for example the name of the characters sounds something you would read of a theater program where they list the cast. It also gives more power to the player, as they will have to use their own imagination of what the different concepts mean and what is going on.

So to round off this postmortem, let’s do the traditional list of good and bad.
What went good:
- Making something that were in my right domain, focusing on my strongest skills
- Complete game mechanics day 1, only make content and minor logic day 2
- Having a complete design document, in my case a walkthrough. This made it possible to write all the logic without worrying how it all would fit together. Also it made me focus better, since it made me ignore any branching paths and other things that I was planning for at first.
- Working with Html and Js, as I could find bugs and both fix them in the code and at runtime. Otherwise I would have to start all over with the playthrough every time a blocking bug showed up. Now I could just hotfix it in the DOM and Js and just carry on.
- Using bitly to get nice statistics of how many have clicked the link to my game =)
What went bad:
- Since I was using css3 for animations, there was some trouble timing it with the javascript. Which in turn made the pacing for the game a lot slower than it should have been. Since it was such a long game, it was hard to get the flow and pacing right, as I was mostly busy patting myself on the back for a good job this time =P
- Did not use the remaining time to polish the game more. This includes the timing as I mentioned, but also to add some sound effects and animated movement that could have helped set the mood even more.
- Missed putting the toggle button for the music at first, which I knew from the beginning that I should have done.
All in all, I am extremely happy with this entry. It makes me look forward to how much I can improve next time =)
Check out the game here:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13137
Tags: postmortem