{"author_name":"awppy","cat":"LD #25","comments":[{"author_name":"Gjarble","time":"December 19, 2012 7:59 pm","epoch":1355965140,"text":"A very good, well-thought-out postmortem.  For the record, it&#8217;s not mandatory to do a postmortem, but it is a part of LD culture.  Either way, it&#8217;s good practice to get these kinds of thoughts down on paper.","spam":"N"},{"author_name":"Suese","time":"December 19, 2012 8:29 pm","epoch":1355966940,"text":"You&#8217;ve discovered the pain of over-thinking.   It;s clear that in your normal work you&#8217;re getting feeped.  That is adding too many features and not concentrating on the most important part,  which is making a game.  We&#8217;ve all been through those first few years where we want to make &#8216;the perfect engine&#8217;,  but engines don&#8217;t make good games..  game-play is what makes good games.","spam":"N"},{"author_name":"Suese","time":"December 19, 2012 8:30 pm","epoch":1355967000,"text":"I really hope you take your experiences here to the bank and get your main project finished.   Who cares if the code is sloppy or if it doesn&#8217;t quite have all those extra features you thought might be handy..  if it&#8217;s not a finished it&#8217;s not a game, and if you don&#8217;t finish it quickly enough,  you&#8217;ll burn out.","spam":"N"}],"epoch":1355962560,"likes":0,"metadata":{"p_key":"47437","p_author":"awppy","p_authorkey":"18868","p_urlkey":"83101","p_title":"LD25 Post Mortem: The Hubris of the Bone Lord","p_cat":"LD #25","p_event":"LD25","p_time":"1355962560","p_likes":"0","p_comments":"3","p_status":"UPD5","us_key":"18868","us_name":"awppy","us_username":"awppy","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Seems like everyone&#8217;s doing a post-mortem of their game jam &#8211; and since it&#8217;s easier for me to do one than it is to find out if it&#8217;s actually\u00a0<strong>mandatory<\/strong>, here we go.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>1. What worked<\/strong><\/p>\n <p>Almost everything worked for me, actually. Being forced into a small time frame made me simplify the graphics &#8211; meaning I didn&#8217;t have time to be fussy over colours, and didn&#8217;t have the time to agonize over the placement of each pixel, which is something I&#8217;ve had a lot of problems with while developing my other game,\u00a0<em>Return to Roots<\/em>. This also resulted in a much more consistent aesthetic, which leads me to believe that the more time I spend on sprites, the worse I get.<\/p>\n <p>AI development also worked out really well. Before tackling the AI, I wrote out a sort of &#8220;chain of command&#8221; that all enemy units would follow and communicate to one another. Having a bulleted list of &#8220;Do this, and then either to this or that&#8221; made it easy to split up the process into smaller, isolated tasks.<\/p>\n <p>Program workflow kind of worked well. Stages are split into scenes, which contain a list of brawls. The &#8220;brawl&#8221; class could have been designed\u00a0<em>much<\/em> better than it was, and creating a new scene required writing an entry into two places instead of one. Same for the brawls: edit code in two spots instead of one. But that was it; it was very easy to define where brawls would occur, who would be in them etc.<\/p>\n <p>The control scheme. Controls feel smooth and (mostly) responsive, though I regret not adding single-key input buffering. The ability to attack in different directions regardless of which direction your character is facing was adopted rather well.<\/p>\n <p>Feature Creep was rather nice to me. I had little trouble coming up with great features to add, but also had little trouble axing them due to time restrictions. So despite it being my first game jam, I managed to avoid biting off more than I could chew. (Chew means code.)<\/p>\n <p>The storyline\/plot of the game also came naturally, worked very well as a framing device for the game, and was well-received.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>2. What didn&#8217;t work<\/strong><\/p>\n <p>My animation manager, for starters. I&#8217;ve developed a small but versatile class for handling spritesheets that allows for multiple animations of varying sizes and framerates and playback styles. Due to the nature of the LD48 compo, I couldn&#8217;t use it, and instead wrote something similar but much more barebones, from scratch. The result was slightly messier and more restrictive.<\/p>\n <p>Time management was also pretty lousy. I thought I&#8217;d pace myself, so I went to bed by 3:30am on the first night. And slept for 11 hours. I had to make up for that by skipping sleep the next night, instead taking a 3 hour nap around 10am. I also did some other things unrelated to the competition during the competition, but they were more in relation to the next thing that didn&#8217;t work:<\/p>\n <p>My chair. After sitting in it for 8 hours straight, even with a throw-pillow between me and the chair, my arse was killing me. I had to sit on the couch or in bed and play video games (Kingdom Hearts: Dream Drop Distance and a full run through Sonic the Hedgehog 3 + Knuckles, specifically) to pass the time and get the soreness down. I&#8217;ll need more cushions and regularly scheduled 5 minute breaks next time. Because there <em>will<\/em> be a next time.<\/p>\n <p>Playtesting. I&#8217;ve got a lot of experience in software testing (well, comparatively to other things I do) so the game itself was functionally tested, but game balance didn&#8217;t receive any attention until 90 minutes before the competition&#8217;s end. Enemies were given too much health at first so that was pared down a little, but I think it still got overwhelming near the end. Game Overs boot you to the title screen, which someone was quick to point out the viciousness of. A game should be difficult and challenging, but it should not be frustrating. A fair punishment would be restarting the stage, but to redo the entire game is enough to make people drop it, especially in a competition such as this one.<\/p>\n <p>The Main Menu. I should have spent more time on the title screen, making the difficulty select be menu driven instead of pressing a specific key for a specific action. The number keys aren&#8217;t used at any other time, and they don&#8217;t exist on the gamepad, so when I do port the control scheme to XInput gamepads, I&#8217;ll be having to redo it anyway. Should have planned that one ahead.<\/p>","time":"December 19th, 2012 7:16 pm","title":"LD25 Post Mortem: The Hubris of the Bone Lord"}