{"author_name":"Sargonius","cat":"LD #30","comments":[],"epoch":1409918100,"likes":3,"metadata":{"p_key":"26279","p_author":"Sargonius","p_authorkey":"39011","p_urlkey":"61705","p_title":"Two Worlds \u2013 a short post mortem","p_cat":"LD #30","p_event":"LD30","p_time":"1409918100","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"39011","us_name":"Sargonius","us_username":"sargonius","event_start":"1408665600","event_key":"24","event_name":"LD30"},"text":"<p>I&#8217;d like to write a few a short post mortem\u00a0about my LD 30 entry called &#8220;Two Worlds&#8221; (second\u00a0prize for original title?). I think if I&#8217;ll wait a few days longer I&#8217;ll never finish it. So&#8230; This was my first Ludum Dare and I&#8217;m very happy with my results &#8211; I&#8217;ve made a finished &#8211; but pretty simple and unpolished &#8211; game. I was able to overcome my usual difficulties with game making &#8211; low motivation, focusing on some time-consuming useless features and, mostly, unfinished, half-working parts.<\/p>\n <p><strong><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-30\/?action=preview&amp;uid=39011\">Two Worlds &#8211; interactive &#8220;strategy&#8221; game.<\/a><\/strong><\/p>\n <p>What went right:<\/p>\n <ol>\n <li><strong>Fixed GUI.<\/strong> I was using old version of NGUI for Unity and wasn&#8217;t sure how it will work with modern scaleable UI. I decided to use fixed elements size and position. And that was one of the greatest discovery for me. On my another project I spend about 70% of time making &#8220;cool&#8221; interface, with scaling, draggable elements etc. If only I made something simple and fixed before &#8211; I think that project would be finished by now, not frozen for X months. For my compo game, I&#8217;ve made UI in about 2 hours and didn&#8217;t change it at all for the whole two days. And that was amazing.<\/li>\n <li><strong>Feature cut.<\/strong> I&#8217;ve got a lot of elements planned. Most of them made it into a game, but wasn&#8217;t as deep and complex as I wanted at first. Usually, i&#8217;d like to make some complex system with many elements, random text generation, results etc. For the first time I said &#8220;Stop!&#8221; to myself and made everything just simple and fuctional.<\/li>\n <li><strong>Focus.<\/strong> I&#8217;ve spend two days just. making. a. game. I think I was going to a shop for some food, but that&#8217;s all. Good sleep, comfortable room and no distractions &#8211; I think that&#8217;s all you really need to make something.<\/li>\n <\/ol>\n <p>What went wrong:<\/p>\n <ol>\n <li><strong>Presentation.<\/strong> Black screen with colored buttons just doesn&#8217;t look cool. And it&#8217;s completly lost on screen with other competitors. And it doesn&#8217;t look interesting at all. Also, I&#8217;ve spend too much time in development, missing all the &#8220;Developer Logs&#8221;, streams, discussions etc. I think things would be much better if I spend 1\/4 of my time just writing about game, talking with other devs, and maybe improving my visuals a little.<\/li>\n <li><strong>Playtesting.<\/strong> I didn&#8217;t understood that some of my cool features like &#8220;second trade option&#8221; was used by really low percent of players and the most used game options are the least fun. I think it&#8217;s really important to give someone your prototype and watch how fun it is to play and what actions the player will actually do instead of what YOU think he&#8217;ll do.<\/li>\n <li><strong>Polishing.<\/strong> Everything is working, that&#8217;s a good thing. But there are many parts to be improved. And thou feature cut saved me a lot of time, some parts could be better.<\/li>\n <li><strong>Progress bars.<\/strong> I always loved turn-based text games, like my own. But in some compo game I saw progress bars. You click on action, get the progress bar and just wait a little. And then you can click again. And then I realised, that I should use progress bars instead of turns and actions too! This can really improve game dynamic. You can have one huge progress bar for portal opening (like 30-45 seconds) and cooldowns on each possible action (grow resource, train troops). This can be really fun! And it&#8217;s really easy to balance the whole thing just by adjusting time! But then I understood that 48 hours passed about two days ago and became sad. But I&#8217;ll use progress bars and cooldowns in some future project.<\/li>\n <\/ol>\n <p>I hope you&#8217;ve got something interesting from my post <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":-)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/two-worlds\/\" rel=\"tag\">Two Worlds<\/a><\/p>","time":"September 5th, 2014 6:55 am","title":"Two Worlds \u2013 a short post mortem"}