{"author_name": "TheMonsterFromTheDeep", "cat": "LD #31", "comments": [], "epoch": 1418172480, "likes": 1, "metadata": {"p_key": "22252", "p_author": "TheMonsterFromTheDeep", "p_authorkey": "45764", "p_urlkey": "57619", "p_title": "Post-compo thoughts", "p_cat": "LD #31", "p_event": "LD31", "p_time": "1418172480", "p_likes": "1", "p_comments": "0", "p_status": "UPD5", "us_key": "45764", "us_name": "TheMonsterFromTheDeep", "us_username": "/author/themonsterfromthedeep/", "event_start": "1417737600", "event_key": "26", "event_name": "LD31"}, "text": "<p>There is a lot that went right, but even more that went wrong with my game, <a href=\"http://ludumdare.com/compo/ludum-dare-31/?action=preview&amp;uid=45764\">Peaceful Night</a>.</p>\n <p><img class=\"alignnone size-medium wp-image-424202\" src=\"http://ludumdare.com/compo/wp-content/uploads/2014/12/shot13-300x201.png\" alt=\"PeacefulNightScreenshot\" width=\"300\" height=\"201\" srcset=\"http://ludumdare.com/compo/wp-content/uploads/2014/12/shot13-300x201.png 300w, http://ludumdare.com/compo/wp-content/uploads/2014/12/shot13-550x368.png 550w, http://ludumdare.com/compo/wp-content/uploads/2014/12/shot13.png 600w\" sizes=\"(max-width: 300px) 100vw, 300px\" /></p>\n <p>The first thing that greatly affected my game was the genre, which is pretty obvious. I chose to make a 2D sandbox game, and although I did an OK job, it was simply too ambitious, especially considering that I had never done a few of the things I had to do (such as play audio loops).</p>\n <p>The second thing was my extremely dumb decision to make it so that the game screen never is drawn larger than the default resolution. I was probably tired and not thinking straight, and then I didn&#8217;t really think about resizing afterwards. This resolution issue caused two problems:<br />\n 1) It was not very fun and hard to play.</p>\n <p>2) Resizing the window causes lots of lag.</p>\n <p>Speaking of dumb decisions, although I am a novice graphics programmer and don&#8217;t really quite understanding how painting the screen works and stuff, I can say with some certainty that it&#8217;s a bad idea to force the screen to repaint every 10 ms. I&#8217;m also pretty sure that basically nullifies any reason to use a buffer for the graphics.</p>\n <p>There were also a few other things I shouldn&#8217;t have done, such as prioritize higher-memory processes over lower-memory processes.</p>\n <p>I also don&#8217;t really know the best way to do game loops in Java, so I hoped that using timers would be good enough.</p>\n <p>Finally, because this idea was so ambitious, and I couldn&#8217;t implement any enemies, there is basically nothing to do other than try to figure out what the crafting recipes are.</p>\n <p>Now, the one good thing is that I managed to make a walkcycle that doesn&#8217;t look terrible. I normally can&#8217;t do that.</p>\n <p>Overall, I&#8217;m pretty happy with my game. Although it didn&#8217;t turn out too well, I think it was OK for 48 hours, considering that I had never programmed some of the things in it before (such as an inventory GUI).</p>\n <p>If you haven&#8217;t played and voted, I would love it if you did, even if you rate it 1 star!</p>", "time": "December 9th, 2014 7:48 pm", "title": "Post-compo thoughts"}