{"author_name":"Ian Morrison","cat":"LD #31","comments":[{"author_name":"ben_pxlplz","time":"December 8, 2014 3:50 pm","epoch":1418071800,"text":"Really cool!  Love the animation!","spam":"N"}],"epoch":1418071500,"likes":1,"metadata":{"p_key":"22596","p_author":"Ian Morrison","p_authorkey":"8059","p_urlkey":"57972","p_title":"Better Late than Never!","p_cat":"LD #31","p_event":"LD31","p_time":"1418071500","p_likes":"1","p_comments":"1","p_status":"UPD5","us_key":"8059","us_name":"Ian Morrison","us_username":"ian-morrison","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>Somehow forgot that the post system was a thing, but better late than never! This is my LD48 compo entry, <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=8059\">Strikethrough<\/a>:<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=8059\"><img class=\"alignleft\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/compo2\/thumb\/ccf5e853787cf67793c0932653d9dd49.jpg\" alt=\"\" width=\"450\" height=\"280\" \/><\/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>\n <p>I saw the theme and realized that what I really wanted to make was a single-screen brawler. There&#8217;ve been a couple of ideas bouncing around the back of my head for a while about a brawler built around fast movement and hitting enemies into other enemies, and it seemed to fit in nicely. Also, because I am a crazy person, I decided I wanted a fully animated 3d\u00a0player, which required modelling, rigging, and animating a humanoid character. It&#8217;s my second LD48, so\u00a0obviously I know what I&#8217;m getting into&#8230; right?<\/p>\n <p>Okay, that might have been <em>slightly<\/em>\u00a0ambitious, but I managed to work quickly and create\u00a0a barebones character with a total of 14 blended animations (about 10-12s of individual animations total, for those counting). I&#8217;d have LOVED to have spent a few more hours and made a better character model, but other commitments (and a bit of poorly considered\u00a0time wasting on Friday) meant I lost about 5 hours that could have been used for that. I&#8217;m still very happy with how it worked out, but lesson learned: in an LD48, every hour you have to polish\u00a0<em>counts<\/em>. Thinking of what I could have done with another 5 hours is almost painful!<\/p>\n <p>Even so, I&#8217;m very proud of the final result. I have fun playing it, I got to put in a lot of polish items I wanted (like combo scoring, a second enemy type that can&#8217;t be broken against walls, and bot debris), and it was an immensely fun and productive 48 hours. I&#8217;d forgotten how much fun Ludum Dare could be!<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-31\/?action=preview&amp;uid=8059\">Check it out!<\/a>\u00a0I&#8217;d love to hear your feedback.<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>","time":"December 8th, 2014 3:45 pm","title":"Better Late than Never!"}