> punch -s post mortem
Ludum Dare 32 is close to the end and it’s time to get ride of the procrastination and summ up some parts of the work we done.
First of all our game was about robots. And Natasha did some nice job developing their appearance:
Here’s the sketch to the first comic line:
that ended up as this:
She even wanted to add a cover, something like this:
But we, sadly, didn’t have enough time for it.
I’m very happy we made special room design for the boss
Btw, the way dead robot looks like was actually the fun bug at first.
The point is that we made robot animations in Spriter that has its own export format that doesn’t work well with Dragon Bones I could use in program. So I tried third part library to parse it properly, but it didn’t understand the bones and robot animation ended up as a mass of body parts with only one leg moving. After some time of hysterical laughing we decided to use this image as a base for robot’s death.
As a programmer I should say that the hardest part for me was work with frames (we had very precise table of active and recovery frames amount for each animation) and AI. Mostly because I’ve never work a lot with both technologies. So it was hard yet interesting experience.
Most of my work you could see at my Twitch channel. I even got my first tiny achievement for streaming for 24 hours total.

stream
Sadly I managed to cut only couple of highlights and Twitch deleted all the videos (I didn’t know about “Save forever” option). I really hoped to save the whole process but now I have only first video that was saved on the computer by accident.
That’s it for now.
You can play and rate our game here:
> puch -s
As a bonus for the long post here’s our cool ending wallpaper:
(Sorry for possible language mistakes, English is not my native language)






















