{"author_name":"Tifu","cat":"LD #26","comments":[],"epoch":1367441760,"likes":0,"metadata":{"p_key":"42852","p_author":"Tifu","p_authorkey":"7793","p_urlkey":"78487","p_title":"Samus Regrets \u2013 Timelapse and post-mortem","p_cat":"LD #26","p_event":"LD26","p_time":"1367441760","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"7793","us_name":"Tifu","us_username":"\/author\/tifu\/","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p>Game link: <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-26\/?action=preview&amp;uid=7793\" title=\"Link\">Samus Regrets<\/a><br \/>\n <iframe width=\"500\" height=\"375\" src=\"http:\/\/www.youtube.com\/embed\/KOpbkNi7QS0?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n I narrate\/ramble in the video some of my thought process and such, but things:<\/p>\n <p><strong>What went right<\/strong><\/p>\n <li>Got lucky and got a workable idea pretty quick\n <li>Made a list of everything that *had* to be in the game for it to work and focused on those things before anything else\n <li>Was therefore able to get all the essential game elements done in time\n <p><strong>what went wrong<\/strong><\/p>\n <li>Never got round to the list of extra things that would have made the game better, except sound, which&#8230; well that probably didn&#8217;t help any, anyway\n <li>Wasted a lot of time creating a level editor\/building levels and then going over them again when I had detail finished, which meant things had to get cut\n <li>Didn&#8217;t have time to make the ice beam work as it should have\n <li>Forgot to get time off work on Monday&#8230; so tired \ud83d\ude1b\n <p><strong>Things I had to cut <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/strong><\/p>\n <li>Enemy types. There are quite a few varieties in the game, all with different behaviours, but it would have been nice to have had more.  You can see in some areas of the game I clearly designed the level to incorporate specific classic metroid enemies (like the creatures in norfair that live in the walls and stretch their necks out&#8230; whatever they are) but just didn&#8217;t have time to get them done so ended up putting other enemies in their place\n <li>I wanted bosses.  That was probably unrealistically ambitious, but I would have liked to, and I arranged a couple of rooms in the game in the hope that I would have had some extra time for this.\n <li>Lift animations.  Right now they work more like teleporters, but it would have felt much better with the classic metroid elevator transitions.\n <p>So for next time, if I&#8217;m still using Blitzmax, I should try to develop a simple open source tile\/level editor in advance or something to save a lot of time.  I could probably use an already existing tile\/level editor, but I really enjoy coding level editors for some reason \ud83d\ude1b<\/p>","time":"May 1st, 2013 3:56 pm","title":"Samus Regrets \u2013 Timelapse and post-mortem"}