{"author_name":"DeathBySnail","cat":"LD #25","comments":[],"epoch":1355925660,"likes":1,"metadata":{"p_key":"47451","p_author":"DeathBySnail","p_authorkey":"2507","p_urlkey":"83115","p_title":"Red Legion: A post-mortem","p_cat":"LD #25","p_event":"LD25","p_time":"1355925660","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"2507","us_name":"DeathBySnail","us_username":"\/author\/deathbysnail\/","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p><img class=\"alignnone\" alt=\"\" src=\"https:\/\/dl.dropbox.com\/u\/3632098\/ld25\/boxCap2.png\" width=\"495\" height=\"326\" \/><\/p>\n <p>&nbsp;<\/p>\n <p>RED LEGION was the fifth time i&#8217;ve entered this competition, and the fourth time i&#8217;ve come away with a completed game. However, many things were different this time around:<\/p>\n <ol>\n <li><span style=\"line-height: 12.960000991821289px\">This was the first time i&#8217;ve done a game jam with RSI. This has been\u00a0plaguing me since the end of summer, and consists of chronic pain after long sessions of sitting down typing at a computer. You can imagine why this is such a problem for competitions like these.<\/span><\/li>\n <li>This was the first time i&#8217;ve left my comfort zone and tried a new engine. Whilst C++ is my primary language, and i&#8217;ve made many games using HGE (Haaf&#8217;s Game Engine), I decided to work in Lua, using the newly created MOAI engine. This allowed me to prototype faster in a more high level language, as well as have the option to port to other platforms (I have a complete version of this entry on my Android device :D).<\/li>\n <li>This was the first game i&#8217;ve made which followed a storyline, and didn&#8217;t all take place in one large space. My other entries to LD are purely an arcade affair.<\/li>\n <li>This was also the first jam i&#8217;ve done using a standing desk.<\/li>\n <\/ol>\n <p>Point (1) was a big mental block to get over. How was I supposed to do anything awesome in 48 hours if it would likely damage my hands in the process? Besides, I was banking on &#8220;end of the world&#8221; being the theme and had trouble thinking of something cool.<\/p>\n <p>So the first four-five hours of day 1 was spent in the nearby park, feeding squirrels. It was there that I had the idea for a double-agent attempting to extract information from a companion, and decided to at least give it a go. So I put on some wrist braces, and started to type.<\/p>\n <p>&nbsp;<\/p>\n <p>It&#8217;s so easy to prototype in Lua. Within hours I had a basic walk animaton (the one that is in the final game), as well as the ability to seperate the game logic into rooms. Each room had it&#8217;s own list of events that were processed one by one in a seperate thread (NOTE: i&#8217;d barely done any multithreading before, yet I used it extensively in this!). This allowed all of the logic to be compartmentalized into lots of small components.<\/p>\n <p>Very soon I had dialogue working, and the ability to give commands to actors, such as &#8220;walk there, then turn around and say something, then put your combat face on and attack X&#8230;&#8221;.<\/p>\n <p>These fundamental systems made up the majority of the game. All I needed next was an idea for a combat system. The one I settled on is quite simple, but gives a sense of urgency to the player. With that done, I could simply use the event system to randomly spawn enemies at set points in the game, and I had a full framework to work from.<\/p>\n <p>However, the dawdling at the start and some arrangements for\u00a0Sunday\u00a0evening meant I was beginning to run out of time. I had about five rooms done, and no sound. I had spent too much time trying to get the rooms looking nice (they didn&#8217;t turn out so well, but they are quite detailed for someone with my lack of artistic expertise) that I hadn&#8217;t enough time to implement all the features I had planned. I was gunning for ~20 rooms, and ended up with only 10. I had only two instances of working doors, and one button (which was meant to be a tutorial, but turned out to be the only button in the game). So scope was a big issue for me in the project.<\/p>\n <p>&nbsp;<\/p>\n <p>For how short a time it was made, the music and its underlying systems turned out well. The bassy beat gives a sense of emergency, whilst pulling in a bit of a solo and some drums when combat kicks in made it feel even more actiony. However, I kind of rushed the last part of the lead track, and it makes me twitch when I listen to it (it just sounds horrible to me). I also didn&#8217;t want to experiment using compressed sound files in case they didn&#8217;t work, so I ended up with two wavs, effectively doubling the zip size!<\/p>\n <p>I also failed to include sound effects, which I believe could have made it feel a lot better to run and punch.<\/p>\n <p>My initial plan to work in windows and port to OS\/X and Chrome NaCl ALMOST worked. There are reports that the OS\/X version has trouble with dialogue, and the Chrome version didn&#8217;t run at all. However, as I said earlier it appears to work a treat on Android (apart from the combat system, as it&#8217;s impossible to &#8220;press X&#8221; when you don&#8217;t have a keyboard!).<\/p>\n <p>So in closing, good project, just need to scope better next time. And I know there will DEFINITELY be a next time, as i&#8217;ve now proved that it takes more than typing ridiculously fast to come out with a good game.<\/p>","time":"December 19th, 2012 9:01 am","title":"Red Legion: A post-mortem"}