{"author_name":"monika","cat":"LD #29","comments":[],"epoch":1398527100,"likes":1,"metadata":{"p_key":"31792","p_author":"monika","p_authorkey":"29124","p_urlkey":"67289","p_title":"\u201cBecause I have to code, I can\u2019t help it,\u201d said the developer.","p_cat":"LD #29","p_event":"LD29","p_time":"1398527100","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"29124","us_name":"monika","us_username":"themonika","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>Yo.<\/p>\n <p>As mentioned in my <a title=\"last post\" href=\"http:\/\/www.ludumdare.com\/compo\/?p=343208\" target=\"_blank\">last post<\/a>, I&#8217;m making a tycoon \/ time management game based on\u00a0<a title=\"Kafka's A Hunger Artist\" href=\"http:\/\/www.zwyx.org\/portal\/kafka\/kafka_hunger_artist.html\" target=\"_blank\">Kafka&#8217;s A Hunger Artist<\/a>. The theme tie-in is that the game only presents the cutesy surface to a deep dark story. I haven&#8217;t decided yet how cutesy to make it. I don&#8217;t think I can pull off Ikuhara*-level cute to fucked-up ratios, but I might try.<\/p>\n <p><img class=\"alignnone aligncenter\" src=\"http:\/\/3.bp.blogspot.com\/-ihNWNj-oq3A\/Thgv7qHnyJI\/AAAAAAAAAjo\/kaTPWNprkPQ\/s1600\/Mawaru+Penguindrum+1-5.jpg\" alt=\"That bug is a metaphor for actual real-world people.\" width=\"421\" height=\"237\" \/><\/p>\n <p>&nbsp;<\/p>\n <p>Anyway, it&#8217;s too early to code, so here&#8217;s an update:<\/p>\n <p><strong>Spectators\u00a0<\/strong>now have stats and names randomly assigned from a list of Czech names. When you mouse over them, you get a summary including their names, genders, and ages, whether or not they have season passes, and whether they have specific personality traits. Also, unless someone can help me think of a better word, the trait name opposite\u00a0<em>charismatic<\/em>\u00a0is <em>introverted<\/em>. They describe opposite ends of a stat that affects the likelihood that that spectator drags along friends or moves other spectators to be more or less skeptical.<\/p>\n <blockquote><p>Ludum Dare Moment of Victory: I replaced all the\u00a0h\u00e1\u010deked characters with their plain versions instead of spending time looking for a font that looked good in Flixel and displayed them correctly.<\/p><\/blockquote>\n <p><strong>Ticket Sales<\/strong> are now counted. Units are Austro-Hungarian Krone. People can buy day tickets, season tickets, or child tickets. You cannot currently change ticket prices, but that&#8217;s something I might implement later.<\/p>\n <blockquote><p>Ludum Dare Moment of Victory:\u00a0I made some effort to calculate the exchange rate between 1908 Krone and 2014 USD so I could get a sense of how much tickets should cost. After a setback in converting 1909 Krone to 1909 French Franc and 1909 French Franc to 2014 Euro, I decided instead to simply base ticket prices on the cost of a newspaper in 1913 Krone.<\/p><\/blockquote>\n <p>I had to rethink\u00a0<strong>the way time passes<\/strong><strong>.\u00a0<\/strong>The story calls for 40-day fasting performances, and that number totally has like symbolism and stuff, so I can&#8217;t change that. I was originally thinking each performance would be like a stage in a game &#8211; you play it quick, go to the main map, and save, but I was also thinking that the game would move slow enough that you could interact with the audience and do other things that take time. The first number I wrote down when thinking how long a day should last was &#8220;5 minutes&#8221;. That would make each fast performance last over 3 hours. Even 1 minute a day felt rushed to me. Anyway, I&#8217;m making some changes. Most importantly, 1. You can save every day, not every fast performance, and 2. You don&#8217;t have to play night hours even though there are night hours in the story.<\/p>\n <p>Oh, and I made some mediocre\u00a0<strong>music<\/strong> last night using abundant-music. I did this thing where I kept everything the same except for the scale seed, which allowed me to make several songs with the same structure and melody shaping but different moods. If I don&#8217;t have time to do music properly, I&#8217;ll throw something from that set in. If I do have time, I&#8217;ll do it again but spend more time getting the song to sound good first. And if I don&#8217;t make the Compo and do the Jam, I&#8217;ll say &#8220;fuck it&#8221; and pick some music from the public domain production music you&#8217;ll probably recognize from Ren &amp; Stimpy.<\/p>\n <p><strong>To do list &#8211; highest priority:<\/strong><\/p>\n <ol>\n <li>Stats and stat display for <strong>The Hunger Artist<\/strong> and <strong>The Impresario<\/strong><\/li>\n <li>Action controls for\u00a0<strong>The Hunger Artist<\/strong><\/li>\n <li><strong>Day<\/strong>\u00a0controls<\/li>\n <li>Improve\u00a0<strong>Audience Behavior<\/strong> algorithms<\/li>\n <li>Tighten up\u00a0<strong>Feedback loop<\/strong> between Audience mood and Hunger Artist mood<\/li>\n <li>Background Art<\/li>\n <li>Character Art<\/li>\n <\/ol>\n <p>I leave you now with a drawing by Franz Kafka himself that might resonate with all of you who are working your asses off to make a game this weekend. It&#8217;s hard work, but don&#8217;t despair. You can do it.<\/p>\n <p><img class=\"aligncenter\" src=\"http:\/\/37.media.tumblr.com\/tumblr_lud5dmSvzr1qb9yj1o1_500.gif\" alt=\"\" width=\"500\" height=\"616\" \/><\/p>\n <p>*If you don&#8217;t know Ikuhara, imagine David Lynch making shows for Japanese 12-year-old girls.<\/p>","time":"April 26th, 2014 10:45 am","title":"\u201cBecause I have to code, I can\u2019t help it,\u201d said the developer."}