{"author_name":"dagothig","cat":"LD #27","comments":[],"epoch":1377630540,"likes":0,"metadata":{"p_key":"38237","p_author":"dagothig","p_authorkey":"11227","p_urlkey":"73855","p_title":"10 Seconds to Insanity Post-Mortem","p_cat":"LD #27","p_event":"LD27","p_time":"1377630540","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"11227","us_name":"dagothig","us_username":"dagothig","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>With the 27th Ludum Dare now completed (well, the voting&#8217;s just begun, but the games themselves are supposed to be quite done), it&#8217;s time for some post-mortem joy!<\/p>\n <p>The game our team made for the jam was 10 Seconds to Insanity, for those curious about it (I mean, it&#8217;s pretty slick, you should definitively check it out), here&#8217;s a <a title=\"link\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=11227\">link<\/a>, as well as video, because <em>god-dangit-I-made-it-so-I-want-people-to-see-it<\/em> (also, shameless promotion)<\/p>\n <p><iframe width=\"500\" height=\"375\" src=\"http:\/\/www.youtube.com\/embed\/plpf09K3K1A?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n <p>Alright, now for some actual thoughts about the Ludum Dare.<\/p>\n <p>What went right:<br \/>\n &#8211; Working with familiar languages and libraries ensured that no issues were had regarding the languages itself (by now, we were pretty familiar with Java and Slick, and as such didn&#8217;t waste any time learning stuff)<br \/>\n &#8211; Rendering in an isometric view, while it demanded more work than a regular view would&#8217;ve been, really gave the game charm<br \/>\n &#8211; Creating the game&#8217;s atmosphere was a blast, especially since we had both access to music and graphics (the best part of being a team, really)<br \/>\n &#8211; Having the labyrinth randomly generated really gave the game length and longer-lasting appeal<br \/>\n &#8211; The lighting system was easy to implement and a ton of fun to work with<\/p>\n <p>What went wrong:<br \/>\n &#8211; Having the labyrinth randomly generated represented a huge workload that took up a significant portion of the time we had<br \/>\n &#8211; Having the only programmer with free time on monday night being called away by real life sadly prevented the addition of much-needed sound effects<br \/>\n &#8211; Ideas with dubious gameplay implementations proved to be dubious gameplay-wise, while the game was very atmospheric, the gameplay itself left much to be desired<\/p>\n <p>Final thoughts:<\/p>\n <p>Easily the best Ludum Dare that I (the guy writing the post-mortem) was able to participate in, also, I believe this is true for my partners as well<\/p>","time":"August 27th, 2013 2:09 pm","title":"10 Seconds to Insanity Post-Mortem"}