Hey! Its time for the Dev Log / Post-mortem for our game “One of Us.” This was the first Ludum Dare ever for either of us, and it turned out to be an awesome experience.
Just thought I’d give you a small glimpse into how this fairly *ehem* “unique” game came into fruition.
The Creative Process:
So Friday night we found out the theme and started brainstorming up ideas. The main idea that stuck out to us is that we wanted the player to be the outcast in a world of monsters. A world where to the creatures living there, the humans were the monsters. We also had wanted to have the player be living among the monsters disguised, and accepted as one of them.
And then for whatever reason, we decided that the disguise should just be really bad and super obvious, and that the game would have a much lighter tone. (And then it turned into really obvious fake cat ears, and cats, cats, cats…not sure how that happened….)
Gameplay-wise, we wanted to create a fast paced time-challenge platformer that was a race against time, where you are still fighting the clock during the room transitions. However, somewhere in the early stages of development, this ended up changing to a more slow paced puzzle platformer.
Art / Sound Effects (Benignbrett):
Art:
So for the art I wanted to go with a more hand painted and bright style, which I think turned out fairy well. I decided that for the levels, instead of piecing the tiles together a strict sheet of prebuilt tiles, I would just make every room individually. In each room I would end up using a lot of the drawings from the previous room pasted and melded together in order to save valuable time. This meant that each room didn’t just look like a bunch of squares from a tilesheet, but that they also didn’t take forever to draw.
The thing that I was looking forward to drawing the least was definitely the bird boss, as I haven’t really drawn birds (well, cats either, for that matter), and there were a lot of animations and things I was going to need to get done. Like most of the characters and monsters in the game, I didn’t really have time to sit down and come up with various concepts for the bird, so I just drew the first thing that came to mind, and got to work on the animations. Because I was working in photoshop and haven’t done much animation, I didn’t know how I was going to view the animations as I worked on them. Thus I decided I would just draw out the whole animation before actually seeing it animated. This worked surprisingly well for all but one of the bird’s idle animations, which just looked really bad. (This drawing was born when Matt decided to take a break from programming, in order to properly make fun of my animation, hahaha)

Although it started as my least favorite asset to draw, the bird definitely turned our to be one of my favorite, and I’m super happy with how it turned out.
In the past I have found it hard to get anything looking good quickly, but this project really forced me to work faster and more efficiently. Although the art isn’t nearly as polished as I would have liked it to have been due to time constraints, I am really happy with how it turned out.
Sound:
So about an hour before deadline and we still hadn’t even made any sounds for the game yet. I had finally gotten all the art we were gonna be able to implement done, so for the short period of around 30 minutes I was able to work on making sounds to put in the game. I haven’t really done much in the terms of sound creation in the past, so to create the sounds I made noises with my mouth in audacity, and altered them a bunch. I wasn’t able to get a ton of them done, but I am super satisfied with all of the sounds that I was able to get done. That being said, I think sound is one of the parts where this game is really lacking. There are a lot of things in the game that should have had sound to go with them, but we just didn’t have the time to implement them.
tl;dr:
The main idea started off fairly tied into the theme, then somewhat veered off of it.
The art was super fun to draw, and I learned to draw it faster.
Creating sound was a unique experience, but next time I’d like to try and find more time to dedicate to it.
Coding Side (Sicilica):
Level Design (Platforming)
One of the big challenges with designing this game is that even from the beginning it didn’t have much of a sense of identity. We had ideas for a lot of different mechanics we might implement, but had never really thought about how to tie them together. Originally we wanted a fast-paced “microgame” type of game loop, but it ended up being a lot slower paced. I would say that the two factors that really prevented a faster-paced style were the platforming mechanics, which were too complicated for fast play, and the small space we limited ourselves to on each screen. With so little room to play with, and such huge tiles, crossing a room directly would have been too short and samey.
In the end, the puzzle platformer approach was certainly a better choice, but it had it’s own problems. Early in development I had built the engine around rooms that were exactly the size of the screen – and then meant I only had 16×10 tiles to deal with for designing maps. That’s not very much room at all. Even when we could think of novel ideas for level designs (“what if they have to jump over a mushroom without touching it?”), there wasn’t even height to make forcing the player to double back feasible and not enough width to arrange more than a simple puzzle horizontally. In the end, every level is EXTREMELY compact and I didn’t have the opportunity to make small adjustments to level layouts to adjust difficulty without it all falling apart.
Basically, I learned not to paint myself into a corner with the engine right off the bat. I implemented all the transitions and parallax backgrounds before we had actually made any real levels, so then found that the levels that I wanted to design wouldn’t fit in the limited form factor of the engine.
The Bird Boss and Limiting Content
Anyone who has played the game all the way through should agree with me when I say we packed far more content, and far more DIVERSE content, then you would normally see in a Ludum Dare game. All in all, there are 4 different kinds of scenarios: the platforming levels; the free roam hub world with its NPCs; the side scrolling fast-reaction minigame; and the actual boss battle at the end. While the core of the engine is the same for all of these, each one is essentially a completely different game in how it functions.
Really, the morale of the story is that we didn’t know what type of game we wanted to make. We had lots of ideas for things to put in the game, but we definitely should’ve taken more time at the start to decide which of those things would actually end up being “fun,” as well as which ones would work together. What ended up happening is that we would finish one part of the game, and instead of expanding on it we would go ahead and add something else new that we thought might work well with it. This was a horrible choice. The game did end up decently fun to play, and nothing in it is clearly “broken” – but at the same time, I can’t help but feel that we could have done better by focusing on one piece of the game and embellishing it until it was extremely polished and interesting in a standalone setting.
Somehow the game launched pretty much bug-free, but it’s completely unmaintainable code – every time a new feature got added, I had to pretty much override the whole engine and hack the functionality into just that one scene. It’s a feature-creep nightmare.
Music:
As with sound, the music was all made in only 30 minutes. Some of the loops are grating enough that I can’t stand listening to them for more than a few seconds (the town…). While I would say this reflects how poorly we paced our work for the rest of the time period, no one has complained about it, so maybe sound isn’t the most important aspect as long as you have at least SOMETHING appropriate in place?
tl;dr:
Design your levels before your engine, and fit your engine to the levels.
Know the scope of what you want to end up with before you start, and aim small.
Find a balance between difficulty and creativity (hard to do without playtesting?).