So my first Ludum Dare is over, I had a blast. I finished an entire game for the first time, so I am also writing my first ever post mortem.
Following a general guide, I’ll cover some things that went well and some things that went terribly.
Features implemented well:
- The general aesthetic. Yes, it is far from professional or even good looking, but I set out to make a dark, cold underwater word full of hazardous looking obstacles and winding subterranean tunnels. Aside from having to fix about a million ngons manually in Blender, sculpting the caves was fairly easy. I do have to say, though, that if I ever do caves again, I will definitely use a different technique.
- The submersible model itself. I didn’t want to spend a lot of time detail modelling anything, so I made the submersible out of primitives, based partly on a picture I found on Google and mostly on my imagination. Yes, it is pretty rough, but I think it actually looks like what it’s supposed to.
- The menu system. My main menu is just a stripped-down copy of my main level, with each page located in a different spot on the map. The buttons are all 3D text. I really like the way it turned out, the only thing I regret was not taking advantage of the fact that the menu is in 3D space by making things move. If you look closely, the water is moving, but otherwise it might as well be a still image.
Features implemented badly/scrapped features/mistakes:
- The control scheme is awful. The only reason it’s still there is because it works and I’m a C# noob. It works- but not well. Any collision screws up the rigidbody, causing the player to spiral wildly. It takes some really fighting with the controls to stop the spinning. I actually wrote a script that lets the player press a key to stop all forces, stopping this effect, but I forgot to implement it and am only now just thinking of it.
- I’ll add a mistake I made. I’m more of an artist than a programmer, though I do both. On Saturday I realized I was focusing way too much on the art and not enough on the actual game. It got to the point where I was scrambling to debug the basic points mechanic 20 minutes before submissions were due on Sunday.
- Scrapped feature- fish. I really wanted to do this, but I couldn’t realistically see having enough time to write a swimming AI and flocking AI.
- I scrapped the story. Or, more accurately, ran out of time. I wanted the story to be dark, narrated by a scientist dude and the ship captain. Somehow the ship captain would end up murdering the scientist or something stupid like that. I was going to do voice acting. Just ran out of time.
- Interactivity- I was going to make a ton of things interactive. “Press E to nudge” and the like, causing the world to react. One scene in my sketches called for a bunch of mines to be around an old boat. The player had to knock down a boulder from above onto the mines, smashing the boat in half and uncovering the next tunnel. Scrapped.
- I could go on, but the last thing is something I may actually take the time to add in a future post-Ludum version- having to go back to the surface after completing the objective. My code for this refused to work so I scrapped it, but I wanted to make the player retrace their steps because it would increase playtime, and personally I think the tunnels look even cooler going the other way, what with the giant murky holes gaping in the ceiling.
All in all, I think I did well for my first Ludum Dare and my first completed game, and though I doubt I’ll be ranked high, I doubt people will outright hate it.
Anyway, see you all at Ludum Dare 30!
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35904
