monkimkey

LD26

The Particle Swarm by KamuKuda — Post Mortem

Hey, we too made it! Check out our Flash game The Particle Swarm submitted after 65 hours of development and design %) Let’s play and vote!

mainscreen_cleared

And here’s how it went:

THEME +/-
We were a little disappointed to find out ‘Minimalism’ won as we’d been hoping for something more exciting. But we brainstormed for 30 min, came up with several ideas, and settled on a puzzle game with 2D physics—a player would need to direct swarms of particles to black holes. Unfortunately, we failed to put any kind of story behind the game (like, why the particles need to travel, and how the situation develops from level to level).

TEAMWORK +
We divided tasks between the three of us: 1) programming the game itself, 2) programming a level editor, 3) designing and preparing media files, including UI elements. So everyone minded his/her own business, sharing the results with the rest of the team when ready. Occasionally we all came together to fight about this or that, which in most cases was called for and helped our progress :)

GRAPHICS –
The visual design part appeared difficult—nothing seemed to both look good and comply with the theme (hand-drawn images that we enjoy wouldn’t work this time). The simple-shapes-in-real-space idea only dawned on me at the very end of day 1, which was rather late really.

SOUND +
Once we decided how it was going to look and feel, the music and sounds came easy enough—just found here and there, not made.

DEVELOPMENT +/-
The programming process went well on the whole. First, we wanted to employ Box2D, but then switched to Nape for productivity’s sake, which was the right decision! We did make a mistake of working too independently on the tasks of developing the game and the level editor—we should have shared both the materials and the code. But the integration went smooth anyhow. It’s good we used GIT for version control, even though no serious conflicts occurred this time.

MISC +
We were lucky—no power outages happened while we were jamming!
Also, we had 2 beta-testers, and they even took care of the team by feeding us :) A great many thanks to the guys!

= LESSONS LEARNT =
We should, of course, improve all of the things marked negative above. In addition, next time we have to allocate more time to level design and testing. Also, we should think the gameplay through better, in more detail, before starting to code—this will allow us to make fewer over-corrections and changes, which are at times confusing and always time-consuming.

LD, thanks for the fun and challenging experience!

LD27

KamuKuda Brainstorms for Over 10 Seconds

Hey there!

All four of us voted for the theme ’10 sec’, and we saw it was way ahead in Round 1, so that wasn’t much of a surprise.
We brainstormed and had quite a few ideas, from which we picked two and expanded yet more on both to finally settle on a top-down shooter with a touch of randomness that should make it fun!

We are getting down to work: two developers with their serious faces on already typing away, an artist making crazy cool sketches, and another person to help around writing this post 😀

Good luck, y’all!


Stare for 10 seconds, then look at a white wall and blink.

Comments

mortl8324
24. Aug 2013 · 02:05 UTC
Didn’t work for me
24. Aug 2013 · 06:03 UTC
don’t enjoy being this voice but; does that image have anything to do with your game?
24. Aug 2013 · 14:56 UTC
Sorry! Didn’t mean to offend anyone, really. I myself am a girl :)

KamuKuda Stirring Up Some Magic

Our character is a wizard who is not too good at remembering his spells.
Here are a couple of sketches:
crimsonrandom-wizardsketch

KamuKuda Fighting On

And here goes our first screenshot. Our forgetful wizard is already handsome, although he may not necessarily stay bald-headed. And those colored thingies are yet to turn into monsters, but they are attacking all right!

crimsonrandom-screenshot1

Comments

Kaldrick
24. Aug 2013 · 07:00 UTC
Looks a little bit like Crimsonland 😉 I looooved Crimsonland!

KamuKuda Falling for Runes and Monsters

Making some real progress as the day goes by. The monster is in good shape, and we are suddenly fascinated by runes!

Screen Shot 2013-08-24 at 9.12.03 PM

KamuKuda Finally Decides on a Name

“Astray” it is!
Our character is a wizard who finds himself in the middle of nowhere under attack by monsters, so that’s it.
Meantime, the weapons grow deadlier and the land turns crimson (if you know what I mean).

blogScreenShot

KamuKuda Hits 1.5

We are soooo tired, it’s long past bedtime. And tomorrow morning a part of the team is flying abroad. So we’ll be finishing LD27 from 3 (!) different countries.

If we have any dreams tonight, they’ll be of you liking our game! Check out the latest look and feel:
Screen Shot 2013-08-26 at 3.19.08 AM

KamuKuda Starts Superbly, Finishes Badly :(

We did submit yesterday very late at night, before falling dead asleep.
The game doesn’t look too bad and is fun enough to play, but we must admit it’s very far from what we’d hoped it to be :( It’s the hardest thing for perfectionists…
The two most disappointing things happened on the last day: one of the developers dropped out treacherously putting the other one under an impossible strain, and the cover art never got finished due to a lack of time.

Nonetheless, we hope you still enjoy it:

Screen Shot 2013-08-27 at 4.08.19 AM

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20790
Be sure to check back as we should be releasing a post-jam version soon!

Whatever the result, thank you, LD!