{"author_name":"Aik","cat":"LD #27","comments":[],"epoch":1379510760,"likes":3,"metadata":{"p_key":"37870","p_author":"Aik","p_authorkey":"7956","p_urlkey":"73486","p_title":"post-mortem","p_cat":"LD #27","p_event":"LD27","p_time":"1379510760","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"7956","us_name":"Aik","us_username":"aik","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>I guess I should post-mortem my game now that the ratings are out.<\/p>\n <p>http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&#038;uid=7956<\/p>\n <p>Well, basically, my game wasn&#8217;t very good, but wasn&#8217;t particularly bad either. In fact, it got a 2.50 overall score, so I guess the word that comes to mind is &#8216;average&#8217; or &#8216;mediocre&#8217;. I can deal with this.<\/p>\n <p>What went well:<\/p>\n <p><strong>Haxepunk and my dodgy engine that&#8217;s slowly forming over the top of it:<\/strong><\/p>\n <p>There are some parts of my code that aren&#8217;t sensible and it needs a lot of tuning, but I can make things fast and slot in code from other games and it just works without lots of copying and pasting and awfulness. In general the programming went very smoothly &#8211; sure, there were a few instances of getting tripped up for an hour or so while some stupid bug caused by my own stupidity wouldn&#8217;t die, but generally speaking the code flowed freely.<\/p>\n <p><strong>The music:<\/strong><\/p>\n <p>I certainly didn&#8217;t expect to put this in the &#8216;things that went well&#8217; section, and I feel kind-of bad that people liked the music because I spent about a minute in Otomata making it. It literally took no effort on my part and it was the very last thing I did before submitting and crashing.<\/p>\n <p>What went poorly:<\/p>\n <p><strong>Time management:<\/strong><\/p>\n <p>I had flat-zero ideas for the theme and if I hadn&#8217;t woken up and found it a rainy miserable day I probably would have given up. I started a full 24 hours late. I also spent a few hours at local festivals that were going on in the neighbourhood, though I don&#8217;t think that had much effect. I started work at 10am and submitted around 4am the next morning (deadline being 10am my time) &#8211; I probably should have used the remaining time to polish but it was playable and I didn&#8217;t care anymore.<\/p>\n <p><strong>The &#8216;features&#8217;:<\/strong><\/p>\n <p>I tweeted around 3am: &#8216;Alright, there are no more bugs &#8211; only features!&#8217;.<\/p>\n <p>Which is all well and good, but unfortunately no one else appreciated the &#8216;feature&#8217; of the collision detection breaking 30 seconds in. It&#8217;s not as broken as most people thought, I think &#8211; you can still kill them with some effort and getting them to cross the hand a few times, but &#8230; yeah, it&#8217;s a bug that I decided not to fix because it was really late and I knew it would be really hard to fix. Plus it adds some challenge to the game so you can&#8217;t just sit in front of the hand &#8230; which is a stupid excuse. As my sister commented: &#8216;It&#8217;s really hard because at some point there&#8217;s so many guys breaking the rules that you can&#8217;t keep up&#8217;.<\/p>\n <p>The movement bugs were well received though. There were actually no movement patterns besides &#8216;chase the player&#8217;, but when I changed a few values it appeared there were anyway. This is good, because that was part of the original plan that I didn&#8217;t get around to implementing.<\/p>\n <p><strong>The graphics:<\/strong><\/p>\n <p>I can&#8217;t believe I went with a shit-green-and-grey colour scheme. Anything would have been better, and it would have taken ten seconds with the paint bucket tool.<\/p>\n <p>&nbsp;<\/p>\n <p>Anyway, enough navelgazing. It&#8217;s a miracle I released anything, so I&#8217;m not complaining in any case.<\/p>","time":"September 18th, 2013 8:26 am","title":"post-mortem"}