
I thought I would do my usual post jam breakdown for Burning Ravager my entry to LDJAM49.

Dawn of the First Day
So having not done a LDjam in over four years I told myself to take it easy and actually sleep... Did I do that? Of course I didn't. Anyway, the theme comes in and for once I didn't overly mind it, wasn't fantastic but it wasn't totally awful. Originally and for the first couple of hours I was prototyping an RPG system as I fancied doing something different, however after two hours of this I just knew I wouldn't get it completed in time so I scrapped that and went straight to something I'm familiar with. Old 8bit NES styled shooters.
For about two days this is what I was staring at.
I needed to get a basic concept down, so I decided on the same gameplay I had for my RPG, the more spells/magic you had the more unstable your character/player got and could randomly explode. I took that and made it so the more equipment you had attached to your character, the more it's "core" temperature would raise and if it's too hot it would become unstable and you'll explode eventually.
So the first day (first 18 hours) I basically did the barebones of a platformer engine, collision, enemy stuff, camera, items, weapons, menus and so forth. I decided to skip out on stuff like ladders, slopes and (reluctantly) bosses due to time. I just knew if I added those in, I would just run out of that sweet precious time. I also was toying to add controller support but sadly again, that would of took up time which I'd rather spend polishing and bug hunting. I had it in mind that the game would be about going around "worlds" and collecting the planet's gem and escaping before the planet's core becomes unstable. With the money you collected and banked, you could buy extra weapons/equipment/cooling tanks to make the later levels more easier. However in day three this "worlds" idea turned into one big planet.

But anyway that was my first day. I tucked myself into bed, went to sleep to prepare for Day 2.
Dawn of the Second Day
So the second day started at 3am at night. Sleeping is wasted time, so I got up and made the first of what was to be several coffees. In my half awake state I decided to sprite out the main character and an area so at least I wouldn't be staring at blue and yellow blocks all day.

I very quickly sprited this lil' mech in about twenty or so minutes. This is the beauty of 8bit or low-bit games, the art assets take very little time. This is the main reason I decided to go 8bit Nintendo to really ease on the work load. After this lil' mech was created I started creating all six weapons and all twelve enemies in the game. At this current time all I had was a basic block shooter and one static enemy. This took a few hours to do, actually took a lot longer than I was expecting. When I started to get bored I opened up my music software and created a track for the game. (This takes about about half an hour per track. I didn't go true NES style because Famitracker would of took far far too long, cheap 8bit synths to the rescue!)
After about what I would say another 8-12 hours I had all the enemies completed, a couple of music tracks and the tileset for the first area all completed!
Yes the boulder is actually classed as a enemy
I really wanted to do a boss and a handful more enemies but I just knew if I did that I wouldn't be able to add the polish I desire in these games. I had to just face facts and scrap it.
About now I decided to do all the menus, because usually I leave this to last and really skimp on it. I made it a mission to really polish up the menus, and with the fact you buy things from shops it was necessary to make it pretty decent. I always find this really really boring so I made sure I was armed with potcasts and coffee. Lots of coffee!
Now it was approaching the third day but did I sleep, the answer is no.
Dawn of the Final Day
It was now, where I actually designed the whole world map and all the three "areas" you see. The original plan was that there was several areas you'd warp down too, each with its own gem. However when I was designing the first "map/world" I just knew this would of taken way, way too long so I condensed it all into one big world. There was a few oversights with this, as I had designed some areas to be re-visited with an item, which now in my new concept made some areas just a pain to navigate. I didn't pick up on this until it was too late, so my apologies if some places are an pain the ass to get through.
Anyway, basically the next day (20 or so hours) I just spent making the whole area, which included three more tiles sets, bug hunting, gimmicks (lava heating up mech, rain, conveyor belts, lasers, unstable rock floors, six gems, spikey spikes,) exit portals, the lot. This was prolly the most fun I had during the jam, even if I was very tired and lagging a lot. When I started to lag too much I would, again, open up my music software and churn out the remaining tracks needed.
Hours went by and a few times I didn't think I would make the deadline but I carried on, hitting a couple of brick walls of fatigue along the way but by 8pm (UK time) I had it basically finished. All was missing was a title screen, some ending screen and general tidying up here and there. At this point I decided to take a nap but for some reason I just couldn't fall asleep, as usual.
So I just got back up, finished off a quick title screen, some really naff and cheeky credits, polished a couple of menus up (forgot to add a volume adjust, which I've now plopped in an updated version,) posted to itch.io and here.
It was done. I replied to my twitter comments and went to bed.
I've not missed the stress I put myself through but I have very much missed that moment when you looked what you've made in under 72 hours. And then the joy to play and rate other's games!

But for now it's rest time for a couple of days and then it's off to rate and play some games!
-Joel
Play/Rate Burning Ravager here on LDjam: https://ldjam.com/events/ludum-dare/49/unstable-wip