{"author_name":"CriticalMammal","cat":"LD #32","comments":[],"epoch":1430074260,"likes":2,"metadata":{"p_key":"17619","p_author":"CriticalMammal","p_authorkey":"26681","p_urlkey":"52924","p_title":"Crowd Control \u2013 Post Mortem","p_cat":"LD #32","p_event":"LD32","p_time":"1430074260","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"26681","us_name":"CriticalMammal","us_username":"criticalmammal","event_start":"1429228800","event_key":"27","event_name":"LD32"},"text":"<p>Ah,\u00a0it&#8217;s taken me a while to do a post mortem. This was my first solo jam, I&#8217;ve always worked with a partner for Ludum Dare so when my go-to collaborator wasn&#8217;t available\u00a0(busy with another game project) I decided I&#8217;d try a go solo. We normally work under the name <a href=\"http:\/\/ludumdare.com\/compo\/author\/hoqjed\/\" target=\"_blank\">Hoqjed<\/a><\/p>\n <p><strong>Into the Storm&#8230; Alone &#8211;\u00a0<\/strong>Doing this thing by yourself is a slightly different beast. There was a point mid-jam&#8230; when I had an alright amount of progress programming-wise, and I still needed to add in art and audio.\u00a0I sat and thought to myself &#8220;what I finish now is all that the game will be, there&#8217;s no one to help with assets, or help with the logic, or help scrounge for audio&#8221;. I&#8217;m accustomed working\u00a0solo in\u00a0my personal non-jam work&#8230; but the time constraints really emphasize it in a way I&#8217;ve never really experienced before. Ultimately, I&#8217;m really proud of what I was able to do, and I&#8217;m thankful for my friends still taking time out of their busy schedules to help test the game along the way.<\/p>\n <p><strong>The Concept<\/strong> &#8211;\u00a0I settled on the idea of riot control because I liked how it&#8217;s a bit of a grey area determining how to handle that kind of situation. I also liked the idea of trying to capture that tense atmosphere. After a little bit of research, I learned more about <a href=\"http:\/\/en.wikipedia.org\/wiki\/Active_Denial_System\" target=\"_blank\">Active Denial System<\/a> and read somewhere that these sort of things are developed to be more &#8220;social media friendly&#8221;. Whether that&#8217;s true or not I don&#8217;t know, but I found it fascinating and decided my in-game weapon would be a sort of an exaggerated version. The exaggeration came in the form of Big Brother-y emotional control over the crowd.<\/p>\n <p><strong>What went right<\/strong> &#8211; Well, the concept for one was surprisingly solid. I&#8217;m really happy I was able to come up with an idea that resonated with me and also could lead to interesting and free-form game mechanics. The art style came together somewhat well considering the little amount of time I spent on that portion, and I was able to find some really nice audio and edit it\u00a0to create a really nice atmosphere overall. The crowd logic also turned out well. There were a lot of little nuances to their reactions&#8230; like how they can run away, take a breather off-screen and then come back even more enraged. I also liked that I kept the game open to be explored, rather than demanding players approach the situation a specific way. I leave it completely up to players to decide what to do and act less like a guiding hand and more as an onlooker. The &#8220;win&#8221;\/lose messages presented to you after the scenario has ended are very cold, and don&#8217;t necessarily take a stance on the players actions. I&#8217;d like to think that this allows the person playing to reflect on their own actions more, and\u00a0have a more personal experience with the game.<\/p>\n <p><strong>What went wrong\u00a0<\/strong>&#8211; The crowd reactions and giving people feedback on what was happening. This is the downfall of the original submission, and for everything that went right this takes away a lot of the positive aspects. I really learned how important it is to not only create interesting game systems&#8230; but to give feedback for how said system reacts to input. I still continue to get comments about how difficult it can be to determine the effects of the emotional changes on the crowd. I was aware of this issue the night before submission, but I just wasn&#8217;t able to fix it in time.\u00a0The feedback for how you&#8217;re expected to use the weapon could have also been improved.<\/p>\n <p><strong>Post Jam and the Shadow of Failure\u00a0<\/strong>&#8211; I&#8217;ve created a post jam version that addresses a LOT of the issues with the crowd reactions people were experiencing. They now animate based on their strongest felt emotion (or don&#8217;t if none of the emotions are high\/low enough). There are still issues with the actual balance of the game, but overall it&#8217;s a much improved experience. But for all the changes I make to the post jam version, I still continue\u00a0to get comments about same problems with the original submission. I know that most people are just going to play the original, get burnt out because of its issues, and move on. But it&#8217;s rather annoying having an improved version and still getting complaints about the original&#8217;s issues. It feels like to some degree I just can&#8217;t get away from my initial failures with the game.<\/p>\n <p>I&#8217;ll continue to work and improve the post jam version and maybe make another post about it when it&#8217;s more where I want it to be. Future plans include improvements all around to the art and color scheme, tank animations for damage level, more balanced crowd reactions, maybe a day\/night cycle since I&#8217;ve actually already got the art in for that (it was just never implemented).<\/p>\n <p>Check out the game here:<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=26681\" target=\"_blank\">http:\/\/ludumdare.com\/compo\/ludum-dare-32\/?action=preview&amp;uid=26681<\/a><\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/PostJamVersion11.gif\"><img class=\"alignleft size-full wp-image-463569\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/04\/PostJamVersion11.gif\" alt=\"PostJamVersion1\" width=\"400\" height=\"300\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>","time":"April 26th, 2015 1:51 pm","title":"Crowd Control \u2013 Post Mortem"}