{"author_name":"Kyle Bolton","cat":"LD #26","comments":[],"epoch":1367094600,"likes":0,"metadata":{"p_key":"44713","p_author":"Kyle Bolton","p_authorkey":"21520","p_urlkey":"80371","p_title":"Cutting Features","p_cat":"LD #26","p_event":"LD26","p_time":"1367094600","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"21520","us_name":"Kyle Bolton","us_username":"kylebolton","event_start":"1366934400","event_key":"16","event_name":"LD26"},"text":"<p>Unfortunately, I&#8217;m coming close to cutting a feature from my project. \u00a0My game (tentatively untitled), requires the player to rotate a Pier Mondrian-esque puzzle in order to navigate a ball to the exit. \u00a0Early on, I had the idea to have certain components of the level not rotate (ie, they are static objects). \u00a0I just implemented the feature, and honestly I think that the results are sort of mediocre.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.32-PM.png\"><img class=\"alignnone size-medium wp-image-239966\" alt=\"beforeRotation\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.32-PM-300x224.png\" width=\"300\" height=\"224\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.32-PM-300x224.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.32-PM-550x411.png 550w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>Pictured above is a level that hasn&#8217;t been rotated yet. \u00a0By this point in the game, the player has grown accustomed to everything on the screen rotating.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.47-PM.png\"><img class=\"alignnone size-medium wp-image-239967\" alt=\"afterRotation\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.47-PM-300x225.png\" width=\"300\" height=\"225\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.47-PM-300x225.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/04\/Screen-Shot-2013-04-27-at-6.13.47-PM-550x412.png 550w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>\n <p>As you can see, the white square does not rotate with the rest of the environment. \u00a0This is intentional design, but I don&#8217;t think it&#8217;s very beneficial. \u00a0The biggest issue is that it is incredibly disorienting, perhaps too disorienting.<\/p>\n <p>I haven&#8217;t abandoned it just yet, but I&#8217;m heavily considering it. \u00a0At this point, I already have 9 levels made, so it would probably be wise to abandon this feature and work on polishing the existing levels. \u00a0I also need to work on GUI and sound design as well.<\/p>","time":"April 27th, 2013 3:30 pm","title":"Cutting Features"}