{"author_name":"Ace","cat":"LD #29","comments":[],"epoch":1400441400,"likes":1,"metadata":{"p_key":"29819","p_author":"Ace","p_authorkey":"10247","p_urlkey":"65285","p_title":"N.A.M.E. A (very late) Post Mortem","p_cat":"LD #29","p_event":"LD29","p_time":"1400441400","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"10247","us_name":"Ace","us_username":"ace","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>Right, I should probably have written and posted this much earlier. But my life doesn&#8217;t always give me enough time for these things&#8230;<\/p>\n <p>Regardless, prepare your eyes for the wonder that is;<\/p>\n <h2>Not Your Average Mining Emulator*<\/h2>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-29\/?action=preview&amp;uid=10247\">* Gameplay may actually be average<\/a><\/p>\n <div style=\"width: 460px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-29\/?action=preview&amp;uid=10247\"><img title=\"\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/thumb\/c61b04c11d76bb4068d77c7182a0766a.jpg\" alt=\"N.A.M.E.\" width=\"450\" height=\"349\" \/><\/a><p class=\"wp-caption-text\">N.A.M.E.<\/p><\/div>\n <p>&nbsp;<\/p>\n <p>This would be my fifth finished game, but also the seventh Ludum Dare I&#8217;ve tried to join in on. And I&#8217;ve got to say that this was not one of the themes I was hoping for myself, but I still did what I usually do; Sit down for a few hours just after the theme&#8217;s released (3am here in Sweden) and sketch up a few game ideas. And then I can take those ideas and polish them after sleeping on it for a few hours.<\/p>\n <p>The ideas I managed to sketch down for this LD were of a Diablo UI inspired rougelike, a submarine hunting game that also spun off as a wreck hunting game idea, an idea for a submarine shoot&#8217;em&#8217;up, and finally something of a clone of the old game Motherlode and Clonk. In the end I decided to go for the final idea, as that was the one I felt held the most promise with the lowest amount of graphical work (my weakest point).<\/p>\n <p>&nbsp;<\/p>\n <p>So, with that in mind.<\/p>\n <h3>What went right?<\/h3>\n <ul>\n <li>Had already prepared a simple framework that worked well for a 2D sidescrolling digging game, helped cut down some on the development time. Inputs and things prepared in advance is really nice, since otherwise such things would eat development time.<\/li>\n <li>Streamed everything, every second I was at the computer. This really helps with the focus, and I even managed to keep enough attention on the chat to be able to answer some questions that arose from viewers.<\/li>\n <li>My art ability seems to have improved slightly since I started Ludum Dare, so the first sprites I did for trees and ores came out looking really well.<\/li>\n <li>My thoughts on UI design turned out perfectly fine too, I&#8217;ve noticed that many people&#8217;ve commented on how nice and smooth the in-house UI looks.<\/li>\n <li>A crafting system turned out easier than expected, so I was able to throw it together and put in two recipes in only about one and a half hour.<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <h3>What went less right?<\/h3>\n <ul>\n <li>Didn&#8217;t think to grab an existing physics engine like Box2D, so lost a huge amount of time writing physics and debugging them. There&#8217;s actually a collision bug that slipped through when I was working on ladder support, since I moved some code about and accidentally removed the part of code preventing you from jumping when you have a wall above your head. I really need to cure my NIH syndrome I guess, but it&#8217;s just so much fun to recreate the wheel.<\/li>\n <li>Didn&#8217;t feel I had enough time to really work towards sound or music in the game, so it&#8217;s a very silent game. This is something I really suck at doing, so I guess I won&#8217;t be releasing any games that take in high scores on Audio any time soon.<\/li>\n <li>Still can&#8217;t draw a player character in any way, so the player stayed as a cube saying &#8216;IDLE&#8217; until the last couple of hours. And even then I only really managed a simple stick man.<\/li>\n <li>I failed to put together an inventory system like what I originally thought of making, so lost several hours of development rewriting that. In the end I figured that only having a single object on the player was acceptable, and spent more time getting the house to be able to store things.<\/li>\n <li>Because the inventory system failed to be finished I had lots of code that was supposed to be used with in-game tools that you couldn&#8217;t craft or carry.<\/li>\n <li>Didn&#8217;t have ingredients for proper food laying about, so ended up with simpler food and that just doesn&#8217;t feel as good. No food photos from me this time.<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <h3>Other thoughts.<\/h3>\n <ul>\n <li>Another entry made from scratch in C++ using SFML, this is starting to look like a theme for my entries I think. Maybe I should sit down far in advance of the next one and create a larger base framework so I could use that instead, based on SDL maybe?<\/li>\n <li>This Ludum Dare I decided to try a simpler game without using my home-grown entity component system <a href=\"https:\/\/github.com\/ace13\/Kunlaboro\">Kunlaboro<\/a>, so this game is more of a statemachine based game. And while it feels really good to go back to my roots for a simple game, I can&#8217;t help but feel that I could&#8217;ve gotten so much more done if I&#8217;d used Kunlaboro for it&#8230;<\/li>\n <li>I should try to move game logic away from base C++ code and towards scripts, maybe using Lua or Angelscript. This needs for me to have more time before the start of the compo so I can properly prepare the framework though.<\/li>\n <\/ul>\n <p>&nbsp;<\/p>\n <p>To finish, thank you to all the people watching me work. And those of you that commented on the entry, both during the stream and during judging, every bit of criticism helps.<\/p>\n <p>I&#8217;ll be seeing about maybe cleaning this up later on and releasing a post-compo version, though I don&#8217;t know how much of the original code would be left afterwards. It started off so nice and neat, but now the codebase if just a horrible bunch of duct tape fixes.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/2d\/\" rel=\"tag\">2D<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/c\/\" rel=\"tag\">C++<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld29\/\" rel=\"tag\">ld29<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/screenshot\/\" rel=\"tag\">screenshot<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/sfml\/\" rel=\"tag\">sfml<\/a><\/p>","time":"May 18th, 2014 2:30 pm","title":"N.A.M.E. A (very late) Post Mortem"}