Montezuma's Revenge - An Artists Retrospective
Phew! This was my first Ludum Dare and what an enjoyable experience it was!

https://ldjam.com/events/ludum-dare/43/montezumas-revenge
Outside of work I only have little time left to do the art I really want. The timeframe, stress and my dedicated teammates @blacklambert and @theforceluke created exactly the environment I needed to create some assets I really wanted to do and try a new artstyle. Normally I work in 3D and only do 2D stuff primarily to draw up concepts for my next planned model and only tried pixel art once or twice before, but while liking it, I never tried to do more with it, until this jam.
After a few hours of brainstorming, talking through concepts and basic drawings of possible level layouts we had our game. Our 2 player sacrifice competetition: Montezumas Revenge!
The spare time I had on the first day was probably not used optimally. I dedicated almost the whole rest of thefirst day to only finding a character I liked, but I had a lot of fun drawing the various concepts. The decision to only draw in greyscale was mostly because I only wanted to explore different silhouettes, but while drawing the black and greys grew on me and we decided to keep the characters that way.

At the evening of the first day I also wanted to start animating my character. I did some 2d Animation with Anima2D before and wanted to try Unitys new 2DAnimation package, and oh boy, it is bad! Trying to work with that package was so clumsy. Because I wanted to use Unitys own Sprite Atlas for packaging, I had split my character in parts. This however meant that every time I wanted to add a bone I had to jump between the different sprites in Unitys sprite editor and between the sprite editors submenus, which save after every menu change, and every step took far too many clicks and even more time. At this point I was honestly already quite heated. The final straw was trying to build a sensical rig with this abomination of loose bones. Under the stress of the jam and the awful state of the 2DAnimation package at the moment I quit early that night. I really hope that the package improves in the future, but for now its only purpose was to teach me a lesson: Don't try to learn new stuff in a jam! Next time I will stick to methods I know better. Experimentation is fine, but trying a whole new tool which is still in development was too much for me.
The second day went smoothly. I created all off the animations for our little sacrifices and the animator. I am also somewhat unfamiliar with the animator and it shows. It is an abomination of connections going all over the place, crossing each other and being impossible to follow. But while it may not be pretty, the setup went smoothly and we had fully animated characters on the evening of the second day.
What I did between that evening and the deadline is kinda a blur. On Monday I had to work which took some time, but I still managed to create two cutscenes of our sacrifices paying with their limbs for their failure of sacrifing enough to the gods. I am quite pleased how they turned out. The header gif is a little teaser. If you want to see the whole thing you will have to play our game ;)
If you want to test our game, you can find it here: https://ldjam.com/events/ludum-dare/43/montezumas-revenge
All in all this was a great experience and I want to thank my teammates @blacklambert and @theforceluke again. Without them I would have never participated and would have missed this experience.
Cheers to all the other participants! We all created some great stuff last weekend!
- Anze







