{"author_name":"Ryusui","cat":"LD #33","comments":[],"epoch":1440561360,"likes":1,"metadata":{"p_key":"13410","p_author":"Ryusui","p_authorkey":"12635","p_urlkey":"48666","p_title":"\u201cI\u2019ll take this planet to go, please!\u201d \u2013 A CRUNCH!!! Post-Mortem","p_cat":"LD #33","p_event":"LD33","p_time":"1440561360","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"12635","us_name":"Ryusui","us_username":"\/author\/ryusui\/","event_start":"1440115200","event_key":"29","event_name":"LD33"},"text":"<p>My seventh successful (and fourth consecutive) Ludum Dare entry, <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-33\/?action=preview&amp;uid=12635\">CRUNCH!!! An Interplanetary Meal Trip<\/a>, has been out in the wild for a little over\u00a0a day now and all the feedback I&#8217;ve gotten so far has been highly positive.\u00a0For whatever it&#8217;s worth, CRUNCH!!! is the first time since <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=12635\">Five Floors, Two Worlds<\/a>\u00a0back in LD30\u00a0I feel like I&#8217;ve gotten a\u00a0<em>complete<\/em> game out the door &#8211; in fact, it might be the most\u00a0<em>complete-feeling<\/em> game I&#8217;ve ever done.<\/p>\n <p>It didn&#8217;t take me long after the theme announcement to decide on &#8220;ravenous space monster on the rampage.&#8221; At this early stage in development I called the game &#8220;Space Cruncher&#8221; (my work folder even used\u00a0this name all the way up until I was ready to release it); the tadpole-like &#8220;space citizens&#8221; (or just &#8220;critters&#8221; as I ended up calling them) were firmly a part of my design at this point, but the project didn&#8217;t really take off until I started implementing the\u00a0procedurally generated planets. At first I wanted to use trapezoid-shaped segments which I could put together into solid planet shapes, but when I couldn&#8217;t get the mesh-deformed sprites and the collision boxes to line up, I settled for square ones instead.\u00a0The exact geometric arrangement of the planets was something of a lucky accident: originally they used multiples of four blocks per layer, but I wasn&#8217;t happy with the end result, so I bumped it up to six, as seen in the finished version. When I saw how the planets looked after that, I realized using multiples of six to approximate a circular shape should have been obvious in retrospect. ^_^;<\/p>\n <p>Before this point, I&#8217;d already considered the fact that CRUNCH!!! was basically\u00a0<a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=12635\">Squeeps<\/a>, my LD26 entry, with its &#8220;helpless critter fleeing from implacable monsters&#8221; dynamic flipped on its head. The planets brought to mind something older than that, though: my\u00a0early prototype idea for <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-23\/?action=preview&amp;uid=12635\">Corebound<\/a>, my first-ever LD entry, which involved\u00a0digging your way out of planets made of bricks arranged in hexagon patterns (hence the title, originally meant to suggest\u00a0<em>stuck in<\/em> a planet&#8217;s core rather than\u00a0<em>headed<\/em> there). Also like Squeeps, most of the game&#8217;s sound effects were made using Audacity and my own voice: Bfxr was brought in for the zaps, chomps, and explosions (with a bit more post-processing in Audacity than I&#8217;ve previously bothered with), but the critters&#8217; yelps, the monster&#8217;s snarls and roars, and yes, the Space Police&#8217;s ineffectual calls for you to stand down are all my own voicework. (The Space Police is probably the closest to my regular voice I&#8217;ve ever put in a project so far &#8211; all I did was speed it up and add an echo.)<\/p>\n <p>CRUNCH!!! was also, purely by accident, an experiment in graphical style: it&#8217;s my first Ludum Dare entry to render at 640&#215;480, but not a single one of the game&#8217;s sprites was actually\u00a0<em>drawn<\/em> with that resolution in mind: the end result is blocky sprites with smooth scaling and rotation (an effect I&#8217;ll admit I&#8217;ve deliberately <em>avoided<\/em> in previous entries for the sake of &#8220;authenticity&#8221;).\u00a0And while the monster, the critters, and the Space Police all render at the same 2x display scale, the planets\u00a0<em>don&#8217;t:<\/em>\u00a0this was a holdover from the original plan to have planets in multiple scales, but I ended up using a 4x scale for all of them (tinier planets were harder to maneuver through). I think the blockier, chunkier style nicely conveys a sense of hugeness, though I&#8217;ll admit the planet cores do clash a bit with the rest of the game&#8217;s aesthetics. The rounded square particles, by contrast, were a deliberate choice; I really like the way explosions ended up looking with them. XD<\/p>\n <p>The font was also the product of happenstance: when I was done with my title screen logo, I had a six-pixel-tall\u00a0space at the bottom of my 32-pixel-tall\u00a0graphic to wedge in a subtitle, and rather than expand the logo to accommodate a bigger font, I\u00a0just drew the subtitle in a\u00a0tiny little 5&#215;4 font. When I realized I still needed an actual font for text, I quickly made\u00a0one in the same style &#8211; legibility suffers a bit on some of the lowercase letters, but I kinda like the retro low-def look of the text. And speaking of title-induced idiosyncrasies, I couldn&#8217;t resist going with the three exclamation points on the &#8220;GAME OVER!!!&#8221; or (my personal favorite) &#8220;SYSTEM DEVOURED!!!&#8221; messages.<\/p>\n <p>I&#8217;ll freely admit to using the entity framework I wrote for\u00a0<a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=12635\">S-LAYER<\/a>, my previous\u00a0LD Game Jam entry, plus <a href=\"http:\/\/nova-fusion.com\/2011\/04\/19\/cameras-in-love2d-part-1-the-basics\/\">an off-the-shelf camera implementation<\/a>. I learned my lesson back in <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=12635\">One-Floor Dungeon<\/a>\u00a0with my disastrous day-eating attempt to roll my own collision detection system: <a href=\"http:\/\/thecodelesscode.com\/case\/78\">don&#8217;t write any code you don&#8217;t absolutely have to<\/a>. I also used the excellent <a href=\"https:\/\/github.com\/tesselode\/tactile\">Tactile<\/a> library to handle controls: I backported it into both One-Floor Dungeon and S-LAYER as a practice exercise, and it nicely fixed an odd controller glitch in both of them.<\/p>\n <p>As for the subtitle&#8230;I&#8217;ll confess\u00a0I wasn&#8217;t sure &#8220;meal trip&#8221; was a real turn of phrase until I bothered to Google it\u00a0after release. It just sounded like a funny, understated way to express the game&#8217;s concept. XD<\/p>","time":"August 25th, 2015 10:56 pm","title":"\u201cI\u2019ll take this planet to go, please!\u201d \u2013 A CRUNCH!!! Post-Mortem"}