{"author_name":"alect","cat":"LD #25","comments":[],"epoch":1355861760,"likes":2,"metadata":{"p_key":"47490","p_author":"alect","p_authorkey":"4792","p_urlkey":"83155","p_title":"Cruel Cruel Dastard Postmortem","p_cat":"LD #25","p_event":"LD25","p_time":"1355861760","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"4792","us_name":"alect","us_username":"alect","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>A little bit belated, but here&#8217;s my postmortem for Cruel Cruel Dastard (<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-25\/?action=preview&amp;uid=4792\" target=\"_blank\">play and rate it here<\/a>)<\/p>\n <h3><b>Things that went well<\/b><\/h3>\n <p><b>Recording my own sounds:\u00a0<\/b><\/p>\n <p>Usually when I&#8217;m working on jam games I tend to make heavy use of free sound libraries (such as\u00a0<a href=\"http:\/\/freesound.org\/\">freesound.org<\/a>) and content generators (such as\u00a0<a href=\"http:\/\/www.bfxr.net\/\">bfxr<\/a>). Since the main Ludum Dare Compo disallows use of sound libraries, I decided to give recording my own sounds a try. It turns out recording sounds was actually a lot easier than I imagined (and also a ton of fun).<\/p>\n <p>Under normal circumstances, I might have spent ages searching through a free sound library for a train sound. While recording my own sounds, all I had to do was record myself blowing into paper and then tweak the result in\u00a0<a href=\"http:\/\/audacity.sourceforge.net\/\">Audacity<\/a>\u00a0to get what I wanted. Everyone who plays the game seems to love\u00a0<a href=\"http:\/\/dl.dropbox.com\/u\/10406773\/laugh.mp3\">the evil laugh<\/a>\u00a0I included as a victory noise. That thing is basically just my own voice sped-up and it only took me about a minute to make, so I&#8217;ll definitely be recording my own sounds more in the future.<\/p>\n <p><b>Re-doing the controls halfway through: \u00a0<\/b><\/p>\n <p>When I started making the game, the idea was that it had a simple &#8220;click to place things on screen&#8221; control scheme. To build a large amount of train tracks, the player would have to place each piece of the track individually and switch to a different shape every time the track turned. To illustrate, here&#8217;s a screenshot from the game on day one:<\/p>\n <div id=\"attachment_215764\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/18\/cruel-cruel-dastard-postmortem\/dynamiteandrocks\/\" rel=\"attachment wp-att-215764\"><img class=\"size-large wp-image-215764\" alt=\"notice how each shape has its own menu item\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/dynamiteandrocks-550x483.png\" width=\"550\" height=\"483\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/dynamiteandrocks-300x263.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/dynamiteandrocks-550x483.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/dynamiteandrocks.png 882w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">notice how each shape has its own menu item<\/p><\/div>\n <p>If this sounds like a terrible and tedious control scheme to you, well\u00a0<i>you&#8217;re right!<\/i>\u00a0About halfway through the competition, I decided to scrap this scheme and make a much more intelligent track building system that allows the player to lay tracks or re-route existing tracks just by dragging their mouse across the screen. Even though it took a good chunk of time to implement, I think it was a pretty good idea, particularly since it&#8217;s now much easier to build tracks in the game than in my level editor.<\/p>\n <div id=\"attachment_215767\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/18\/cruel-cruel-dastard-postmortem\/leveleditor-2\/\" rel=\"attachment wp-att-215767\"><img class=\"size-large wp-image-215767\" alt=\"still have to choose pieces by hand\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/leveleditor-550x369.png\" width=\"550\" height=\"369\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/leveleditor-300x201.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/leveleditor-550x369.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/leveleditor.png 1195w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">still have to choose pieces by hand<\/p><\/div>\n <p><b><br \/>\n Practicing Art Beforehand:\u00a0<\/b><b>\u00a0<\/b><\/p>\n <p>I was using the\u00a0<a href=\"http:\/\/makepixelart.com\/\">Make Pixel Art<\/a>\u00a0web app for making my art. I like this program because it&#8217;s really simple\u00a0<i>and\u00a0<\/i>it has super useful &#8220;lighten&#8221; and &#8220;darken&#8221; tools that I can&#8217;t seem to find anywhere else (if you know how to get the same thing in photoshop or gimp, please tell me).<\/p>\n <p>Of course, it&#8217;s simplicity has some drawbacks, such as not being able to easily constrain the size of your drawings. Fortunately, with a week of practice beforehand, I was able to get past these problems via silly solutions such as creating &#8220;frame&#8221; templates.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/18\/cruel-cruel-dastard-postmortem\/makepixelart\/\" rel=\"attachment wp-att-215769\"><img class=\"aligncenter size-large wp-image-215769\" alt=\"makepixelart\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/makepixelart-550x440.png\" width=\"550\" height=\"440\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/makepixelart-300x240.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/makepixelart-550x440.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/makepixelart.png 1192w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <h3>Things that didn&#8217;t go so well<\/h3>\n <p><b>No Time for Levels:\u00a0<\/b><\/p>\n <p>Hey look at that! I kind of mismanaged my time for this jam. My original intention for the last day was to do some basic polish, make a few designed levels to introduce the mechanics (complete with tutorial text), and then build a procedural generation system for making the game more of an arcade style puzzle game (like tetris) rather than a deterministic puzzle game (like a rubiks cube).<\/p>\n <p>If that sounds kind of over-scoped to you,\u00a0<i>you&#8217;re correct!<\/i>\u00a0I was still adding polish on Sunday when I looked at the clock and realized I only had one hour left and no levels to speak of yet. It didn&#8217;t help that my level editor wasn&#8217;t fully set up yet either.<\/p>\n <p>In the end, I had to scramble all ten of the levels together in less than 20 minutes, which basically meant I got the tutorial levels in and not much else. Whoops!<\/p>\n <p><b>Poor Prioritization:\u00a0<\/b><\/p>\n <p>Part of the reason I ran out of time on Sunday was definitely due to poor prioritization. There are a bunch of mechanics in the game that are either not explored fully or not properly implemented at all (such as the rope mechanic). I think if I had done a better job pruning these ideas down to only about two or three basic mechanics (say, laying railroad tracks and dynamite), I wouldn&#8217;t have run out of time towards the end.<\/p>\n <p>Also, certain pieces of polish that would be essential for a larger release&#8211;The &#8220;undo&#8221; button in particular&#8211;might not have been really necessary for a 48 hour game, particularly one as short as this one, so I might have benefitted from focusing more on the core gameplay.<\/p>\n <p><b>Playing it &#8220;Safe&#8221;:<\/b><\/p>\n <p>One of my goals for this weekend was to create something fairly polished that I could easily expand upon for a bigger release. In practice, this meant that I discarded a bunch of ideas during the planning phase that were a lot more experimental or interesting because I wasn&#8217;t sure I could expand them into something worthwhile in only 48 hours.<\/p>\n <p>Of course, this means I ended up designing a game that was distressingly similar to games I&#8217;ve made in the past. While this isn&#8217;t necessarily a bad thing (plenty of people riff on the similar concepts several times before moving on), I think I could have benefited from going with one of my wilder ideas.<\/p>\n <div id=\"attachment_215772\" style=\"width: 560px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/12\/18\/cruel-cruel-dastard-postmortem\/explosion\/\" rel=\"attachment wp-att-215772\"><img class=\"size-large wp-image-215772\" alt=\"Another game with 3x3 explosions\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/explosion-550x503.png\" width=\"550\" height=\"503\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/explosion-300x274.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/explosion-550x503.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/12\/explosion.png 882w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><p class=\"wp-caption-text\">Another game with 3&#215;3 explosions<\/p><\/div>\n <p>I think I still might be able to differentiate this game from some of my previous work by implementing the &#8220;arcade mode&#8221; which I didn&#8217;t get around to, so I&#8217;ll keep updating as I do post-competition work on it.<\/p>\n <p>That&#8217;s about it. Thanks for reading!<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>","time":"December 18th, 2012 3:16 pm","title":"Cruel Cruel Dastard Postmortem"}