{"author_link":"\/users\/misaravensoul","author_name":"MisaRavensoul","author_uid":"misaravensoul","comments":[],"epoch":1729308231,"event":"LD56","format":"md","ldjam_node_id":406219,"likes":3,"metadata":{"p_key":"209280","p_author":"MisaRavensoul","p_authorkey":"1218242","p_urlkey":"447655","p_title":"Behind the Scenes of Miku's Minion Madness: The Second Day","p_cat":"LDJam ","p_event":"LD56","p_time":"1729308231","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":"1218242","us_name":"MisaRavensoul","us_username":"misaravensoul","event_start":"1728000000","event_key":"115","event_name":"Ludum Dare 56"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD56","removed_author":false},"_superparent":395186,"_trust":1,"author":218242,"body":"Part 1 located here: https:\/\/ldjam.com\/events\/ludum-dare\/56\/mikus-minion-madness\/$406164\n\nPart 2 located here: https:\/\/ldjam.com\/events\/ludum-dare\/56\/mikus-minion-madness\/behind-the-scenes-of-mikus-minion-madness-the-first-24-hours\n\nGuess who's back with a brand new invention? Or rather, a devlog! Misa again from Miku\u2019s Minion Madness (https:\/\/ldjam.com\/events\/ludum-dare\/56\/mikus-minion-madness) to talk about...\n\n**The Second Day**\n\nAfter reviewing the creatures with @miku, who at that point had gotten the flow of creature creation, we realized we needed a bigger card size to really display the creatures. I did some research, and we investigated phone resolutions, and opted for a 720x1280 resolution, or a 9:16 aspect ratio that's common on most modern smartphones - certainly, most people who play games would have a phone with a similar aspect ratio to that, right?\n\nThe creatures also were able to start attacking each other at this point, along with early versions of @jason-woerner\u2019s and animation FX. While we were all worried about scope creep, our project was creeping forward with the working title of \u201cMini Mascot Madness\u201d. Our working features were:\n-\tCards can spawn a creature on the field with stats like flavor details, health, attack, and speed. (we plan to display this information more prominently in a post jam build.)\n-\tCards are displayed in the 5 slots.\n-\tCreatures can attack other creatures, comparing statistics.\n-\tCreatures can move forwards objectives and attack them.\n-\tEach side has its own health pool.\n\nWe needed some more depth in our current implementation, and this is when we started thinking about how we would manage the player\u2019s resources. There were multiple different methods being tossed around, and we didn\u2019t really settle on anything in specific at this time as @miku continued to work on getting the UI in a better state.\n\nWith 7 sketches cooking and 5 colored to an acceptable level, we added some further elements on the field to represent the player and enemy\u2019s health.\n\n![updated battlefield.png](\/\/\/raw\/284\/53\/z\/68f71.png)\n\nDuring this time, engineering and design were working together to figure out more details like: how will enemies spawn? How will we define enemies and enemy waves? How will the creatures attack each other? We also have some bugs at this point where the creatures would simply ignore each other and march forward onto the objective and problems with certain types of AoE attacks. We decided at that point to complete the game in the jam limit, we\u2019ll just need to worry about the AoEs in a later iteration.\n\nAt this point, we needed to refine our design and determine what this game would eventually become. We needed:\n-\tThe title screen\n-\tDistinct Game rounds \n-\tEnemy and wave definitions\n\nAlong with a small list of stretch goals, we continued working. One of the biggest challenges we had with this interface was to provide the proper display space for the game. This involved juxtaposing hand drawn card art with tiny little pixel dots. We could have considered increasing the fidelity of the creatures at this point, but we opted for a simpler style due for the sake of time, as well as representing the tiny creatures theme a bit more prominently.\n\nHow the heck were we going to tie these two jarring opposing elements together well? Find out next time on Dragonb.. I mean, Miku's Minion Madness Behind the Scenes!\n\n![miku_portrait.png](\/\/\/raw\/284\/53\/z\/68f72.png)","comments":0,"created":"2024-10-19T03:14:37Z","files":[],"files-timestamp":0,"id":406219,"love":3,"love-timestamp":"2024-10-20T12:25:03Z","meta":[],"modified":"2024-10-20T12:25:03Z","name":"Behind the Scenes of Miku's Minion Madness: The Second Day","node-timestamp":"2024-10-19T03:23:51Z","parent":396587,"parents":[1,5,9,395186,396587],"path":"\/events\/ludum-dare\/56\/mikus-minion-madness\/behind-the-scenes-of-mikus-minion-madness-the-second-day","published":"2024-10-19T03:23:51Z","scope":"public","slug":"behind-the-scenes-of-mikus-minion-madness-the-second-day","subsubtype":"","subtype":"","type":"post","version":1277573},"node_metadata":{"n_key":"406219","n_urlkey":"447655","n_parent":"396587","n_path":"\/events\/ludum-dare\/56\/mikus-minion-madness\/behind-the-scenes-of-mikus-minion-madness-the-second-day","n_slug":"behind-the-scenes-of-mikus-minio","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"218242","n_created":"1729307677","n_modified":"1729427103","n_version":"1277573","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/56\/mikus-minion-madness\/behind-the-scenes-of-mikus-minion-madness-the-second-day","text":"Part 1 located here: https:\/\/ldjam.com\/events\/ludum-dare\/56\/mikus-minion-madness\/$406164\n\nPart 2 located here: https:\/\/ldjam.com\/events\/ludum-dare\/56\/mikus-minion-madness\/behind-the-scenes-of-mikus-minion-madness-the-first-24-hours\n\nGuess who's back with a brand new invention? Or rather, a devlog! Misa again from Miku\u2019s Minion Madness (https:\/\/ldjam.com\/events\/ludum-dare\/56\/mikus-minion-madness) to talk about...\n\n**The Second Day**\n\nAfter reviewing the creatures with @miku, who at that point had gotten the flow of creature creation, we realized we needed a bigger card size to really display the creatures. I did some research, and we investigated phone resolutions, and opted for a 720x1280 resolution, or a 9:16 aspect ratio that's common on most modern smartphones - certainly, most people who play games would have a phone with a similar aspect ratio to that, right?\n\nThe creatures also were able to start attacking each other at this point, along with early versions of @jason-woerner\u2019s and animation FX. While we were all worried about scope creep, our project was creeping forward with the working title of \u201cMini Mascot Madness\u201d. Our working features were:\n-\tCards can spawn a creature on the field with stats like flavor details, health, attack, and speed. (we plan to display this information more prominently in a post jam build.)\n-\tCards are displayed in the 5 slots.\n-\tCreatures can attack other creatures, comparing statistics.\n-\tCreatures can move forwards objectives and attack them.\n-\tEach side has its own health pool.\n\nWe needed some more depth in our current implementation, and this is when we started thinking about how we would manage the player\u2019s resources. There were multiple different methods being tossed around, and we didn\u2019t really settle on anything in specific at this time as @miku continued to work on getting the UI in a better state.\n\nWith 7 sketches cooking and 5 colored to an acceptable level, we added some further elements on the field to represent the player and enemy\u2019s health.\n\n![updated battlefield.png](\/\/\/raw\/284\/53\/z\/68f71.png)\n\nDuring this time, engineering and design were working together to figure out more details like: how will enemies spawn? How will we define enemies and enemy waves? How will the creatures attack each other? We also have some bugs at this point where the creatures would simply ignore each other and march forward onto the objective and problems with certain types of AoE attacks. We decided at that point to complete the game in the jam limit, we\u2019ll just need to worry about the AoEs in a later iteration.\n\nAt this point, we needed to refine our design and determine what this game would eventually become. We needed:\n-\tThe title screen\n-\tDistinct Game rounds \n-\tEnemy and wave definitions\n\nAlong with a small list of stretch goals, we continued working. One of the biggest challenges we had with this interface was to provide the proper display space for the game. This involved juxtaposing hand drawn card art with tiny little pixel dots. We could have considered increasing the fidelity of the creatures at this point, but we opted for a simpler style due for the sake of time, as well as representing the tiny creatures theme a bit more prominently.\n\nHow the heck were we going to tie these two jarring opposing elements together well? Find out next time on Dragonb.. I mean, Miku's Minion Madness Behind the Scenes!\n\n![miku_portrait.png](\/\/\/raw\/284\/53\/z\/68f72.png)","title":"Behind the Scenes of Miku's Minion Madness: The Second Day","wayback_source":[]}