Not sure I like calling these write ups "post-mortem", that implies the project
is dead. I think Bob's Budget Bomb Disposal deserves at least a post-compo update.
Day 1
A Rocky Beginning
Like a good game jammer I did my homework, spent some time preparing and
practicing with my chosen tools and frameworks: SDL2, C, OpenGL. I even had a
few half baked ideas for cool effects and mechanics I wanted to try and work
into the game, I could picture how it might look and play .... then the theme
was announced.

None of my ideas were even vaguely useful, not one, eerg. That's not to say the
theme was bad (looking at you LD41) but yeah this wasn't a good start. Since the
theme now comes out at 11pm Friday in the UK I decided to sleep on it and see if
anything useful come to me.
Rising nice and early, full of energy and ready to go, an idea comes to me: Bomb
Disposal, on a budget. Imagine a game where you work in a second rate bomb
disposal yard, where health and safety checks are taken care of by bribery and
turning a blind eye, that seems like it has potential to be amusing. I imagined
some types of bombs would react badly if you stacked too many of them in a small
space and bad things would happen if deliveries didn't have room to drop off,
your yard would slowly start to fill up with dangerously unstable ordinance and
you would have to franticly dash about trying to get rid of it before something
exploded. Yeah this could work!
So who would use a budget bomb disposal service? Well, despots in charge of
impoverished dictatorships of course. That lead to other ideas, maybe working in
amusing miscellaneous things, like "lost" financial records, the remains of
political candidates, incriminating evidence. All the sorts of things might
"accidently" find their way into a disposal plant that didn't ask too many
questions.
Isn't it amazing how, once you have a core idea down, all the other stuff just
seems to fall into place!
A Rocky Beginning 2
Ok, with the idea nailed down it was time to get to work and see how much of this
I could actually build in just 48h. I got coding ...

OK this isn't going well. I am actually quite good with C/C++, compilers etc.
Its what I do for a living, but today the fates had other ideas. After several
hours of fighting with my supposedly "prepared" tools and libraries I gave up
and threw it all away, eerg 2. Well if I'm going to go down I may as well learn
something along the way, so I downloaded Phaser, a
HTML5/Javascript game framework that I had sort of heard of but never even
looked at, and certainly never used before, what could go wrong!
It turns out Phaser is a pretty cool framework and I started knocking stuff
together with it quite quickly. My process for doing jams is to spend half the
time working on code, getting all the mechanics and logic down using placeholder
art:

I then like to spend the second half of the time doing an art pass and polishing
the graphics and effects, followed by bug fixing and last minuet stuff. But
wait, you might be thinking, what about sound! .. yeah there is a reason my
games all have terrible sound in them, it something that always gets lumped into
"if I have spare time" category. Don't do that! sound one of the most important
contributors to the mood and theme of a game! I really need to do better next
time.

Day 2
I had most of the basics down, proximity detection, collision detection, bomb
spawning, even a nice glow on the delivery bay to show the player stuff was
incoming. This was going well, but I still had to a starting screen with
instructions and some logic for a failure condition. I was starting to really
feel the time I lost at the start now, working with an unknown framework was
also slowing me down, it was time to cut back.

I dropped the proximity feature, it would have been a nice extra level of depth
to have bombs start fizzing and glowing dangerously when they were too close
together, but it needed a lot of work yet and I just didn't think I had time.
Better to spend it on making the core features work solidly and look nice. I
also dropped the animated art I had planned for the processing machines, instead
going with simple trap doors that would stay closed until they were ready to
process more bombs. Finally I also dropped the joke items, focusing in on just
creating a selection of bombs. It's really important when coming up with
designs to classify things into "essential" and "nice to have", your never going
to have enough time so you need to know what to cut when your tired and the end
starts creeping up on you.
As for art, I tried something new this time, rendering stuff using blender. I set
up a really simple scene with a camera and light directly above the object I was
modelling, then rendering stuff out to 2D and pulled it into gimp. In gimp I
did a paint over to add texturing and fine details. It seemed to work well,
producing passable (if you don't mind the 90's era "pre-rendered" look) art relatively
quickly.

Conclusion
Overall this LD when OK, I am pretty happy with the result despite the poor
start. I guess the ability to doggedly continue despite setbacks is just as
important as skills with art or code! Phaser is a pretty cool framework that I
will probably use again. Rendering stuff in blender also saved quite a lot of
time, so that's a keeper as well.
Like I said at the start, I think Bob's Budget Bomb Disposal deserves at least a
post-compo update, to add back in the bomb proximity features, the miscellaneous
joke items and the planned machine art work. I also want to adjust the controls
based on the awesome feedback I have had so far, thanks to everyone who has left
comments!

Try it here: https://ldjam.com/events/ludum-dare/42/bobs-budget-bomb-disposal