Finally, post-mortem.
Been very busy lately. But better late than never, right?
I find Shift Keeper is quite decent. Seriously, I think this is my best entry with all past Ludums.
Hopefully the growth will continue. Especially I like my new tool, Unity. It is very cool, and I am more and more get control.
Soooooo, I am generally satisfied with the result, and here’s why.
Good.
• Finish. Made a playable version that runs and looks good about any monitor in full-screen. It’s good by itself to do something just complete somehow %)
• I managed to work out a general view of the characters and the styling of the two locations. In fact, it’s how to make two different games.
• I learned something, which did not know before. For example, several different cameras in one project. Also came up with a cool way to animate the shooting.
• Also, I am very pleased to play with particles. I understood their power as a tool for visualization. This smoke is in the second world made only one source of particles. And the salute from the magic balls, and stuff that fall from the skeletons. Very nice tool, particles.
Bad.
• My time management disappoint me. So, I do not have time to do animation and polish balance. I have devoted too much time scalability also. To make the game like “stretching” I spent all second night. This frazzle me out, and I did not have time to make a delicious pieces, such as animation, or skills.
• I did not prepare before Ludum. I should had stretch my brain and recall skills before Ludum.
• Also, on the eve before Ludum I did not hardly sleep at night. So I passed out right in the middle of the first day of LD.
• The last point. Do not drink before the night of programming! I allowed myself to have a couple of Long Island with my friends in honor of the victory on the local Ludum, and it was absolutely unnecessary. Everything just fall out of my head %) Only sober after-party before coding, really.
So that’s it. Hope you overcome this wall of words, and get something helpful.
Play Shift Keeper, and stay good game creators, my friends %)
(not before or during the comp of course, hehe)