Cubees: Post-Mortem
My long-winded post-mortem for my Ludum Dare #16 entry, Cubees.
Background Information
This was my first Ludum Dare game. I’ve been working on games for about a year, and programming for about a decade. I’m not much of an artist, but I make due. I try to make up for that with more creative scripting techniques.
What Went Right
- Solid Start. Fifteen minutes after the start if the competition I starting outlining the core gameplay mechanics. After another fifteen I had finished with the essential elements I needed to have in this game.
- Rapid Prototyping. Four and a half hours in, I had a prototype for basic island generation and character movement. Five hours in, I had the hidden/reveal mechanic implemented. Nine hours in, I had the procedurally-generated islands completed. At this point, the game itself, save for a Win condition, is done. This allowed me to focus a day and a half on polish.
- Optimization. I’ve never used meshes this extensively, but because each tile, fog for each tile and decoration (mountain or village) were additional meshes, the graphics because very expensive, very quickly. I had never used the combine mesh functions, but they performed extremely well, reducing draw calls by 90%.
What Went Wrong
- Downtime Scheduling. I had slept most of Friday leading up to the start of the competition, in the thought that I would be able to work for 48-hours straight, which I may have been able to do a decade ago. I did get 7 hours of sleep Saturday night, and I took a 3 hour nap on Sunday, but I didn’t realize how exhaustive hour after hour of intense mental work really was. My scheduling for breaks, downtime, and sleep, weren’t ideal and it caught me by surprise.
- Music Prep. I didn’t have any music in mind. I had succumb to the realization that I had no idea how to generate this, and would just leave it. Late in Day 2, though, I figured it out, and it cost me at least an hour trying to find the right software, playing around with it, exporting, converting, and importing. Had I prepped for this, I could have changed this 60 minute chunk, into 5 minutes.
- Final Build Prep. I had never built for Windows using Unity before, and with my first test I only copied half of the files I needed. This was a pain considering that I only had about half an hour until the deadline. Figuring this out before, just as with the music, would have saved time in the critical last few hours.
- Not Difficult Enough. I focused on function, before design. This is the sign of a programmer who can design, instead of a game designer who can program. Many people have commented that the game is too easy. The problem is the island-generation equation. Current what happens is that as the levels increase so does the potential size of the island, and the possibility of resource, obstacle (mountain) and village tiles. What should happen is that the size of the island should increase and the amount of obstacles should increase (costing you more turns to find new ways to get around them), but the bonus tiles (resources, villages) should always have the same chance of being found, possibly decreasing after a certain point.
What Could Have Been Better
- Hacks. I am pretty appalled by the hacks I had to put in to make this work, specifically in the area of the dialog/sliding boxes. The initial scripting for island generation was nice, but after that it became more about the functionality than elegance. I didn’t like doing this.
- Characters. The characters don’t fit with the rest of the style. I think they are a bit of a glaring break of the environmental style. I don’t regret adding them in, but I really wish they could have mixed better with the rest of the game.
Future
Over the holiday break, I will be continuing to work on this game. I am satisfied with how it turned out with 48-hours of work, and I’d like to see what this could look like after three weeks. I think by that time it could be quite a fun little Facebook game.
I had plans for achievements and more of a story in the original 48H version, but those were cut because of a lack of time. I’d like to put those back in, especially in a Facebook app, with leaderboards and friend lists.













