Drimonna – Post mortem of a minimalist Starcraft

This was my 3rd participation to the Ludum Dare, and until the end I wasn’t sure to submit something. Here are the key points of this weekend.

Background: On Friday I published a game called Laitida, and I don’t know how it is for you, but finishing a project always put me down. So I wasn’t really motivated before the compo started.

Theme: Waow! Minimalism, this was a tough one. I know nothing about minimalism in graphical art, surely a bit more in music, but I didn’t feel like I was able to make a good music game in one week end. I wanted to use minimalism on an artistic point of view but also regarding the gameplay.
Lacking ideas, I finally googled “minimalism art”, and the first result was a Piet Mondrian’s frame. I guess Mondrian inspired a lot of participants this week end, which is funny when Mondrian seems to not even be a minimalist. Anyway, this separation of colors made me think of a battlefield with units, warzones, fortifications. The idea seemed a good one.

Can you see the battlefield ?

Can you see the battlefield ?

From scratch: Maybe one day, I will learn to be a good developer and stop wanting to write every single line of code. Writing everything gives you a complete freedom, but what a lack of time when you have to code GUI. Another advantage is that you think differently, you don’t ask yourself “what can I do with those tools?”, but “how can I shape my tools to do what I want?”. The problem is that you’re quickly trapped in unstable solution if you didn’t anticipate problems.
That’s what happened to me. I lost two hours trying to write an algorithm which should give me the resulting rectangles of the intersection of two rectangles (btw if someone has a solution, please tell me, I’m still looking for). I had to change a bit the gameplay since I wasn’t able to find an efficient solution.

A.I.: At the end of the first day, my prototype was ready and working, but only for two human players. I know that people usually don’t have the opportunity to play a game for two players, I definitively had to write an AI, even stupid, but something the lonely player could interact with. On Sunday, I started working on it, and I spent 6 hours. It was way too much. I should have stopped before, but a lot of small errors I made, resulted in a non working AI. Still in the compo version, the AI is buggy but at least, it acts like an opponent.

Tutorial: Even if the game is pretty simple, the rules are not straight forward, and without any explanations people doesn’t catch it. Hence the tutorial was an obligation. Therefore I decided to use the remaining time to work on this important point and sacrifice all other ideas.

M.I.A.: Since I lost a lot of time on the AI and I decided to choose the tutorial over the rest, some points are missing. I wanted to enhance the graphics, use some small animations to facilitate the understanding of the action, allow the player to save a picture of the final battlefield as a resulting minimalist frame, and finally add some ambient minimalist soundtrack.

Play Drimonna, a minimalist strategy game.

tl;dr: I wasn’t really in the mood for this LD. I got inspired by Mondrian and decide to make a minimalist strategy game. I lost ~10 hours over 23, on algorithm issues. I finally decided to prioritize the tutorial over polishing, sounds and extra features. As usual LD was a great experience which taught me a lot.

Click here to play Drimonna !

Tags: post-mortem

Comments

negativeview
02. May 2013 · 13:30 UTC
I haven’t played the game (sorry! I’m at work) but from looking at the screenshot there’s one way you MIGHT be able to do it.
martijn
02. May 2013 · 13:52 UTC
For the algorithm see below an example in python. In this case I choose to represent a rectangle with de x,y coordinates of its topleft corner and bottomright corner. rectangles are only valid if their topleft corner lies topleft of the rightbottom corner and can be checked if valid by calling valid().