{"author_name":"qualia","cat":"LD #25","comments":[],"epoch":1355853960,"likes":0,"metadata":{"p_key":"47497","p_author":"qualia","p_authorkey":"505362","p_urlkey":"83162","p_title":"The Banker \u2013 Postmortem","p_cat":"LD #25","p_event":"LD25","p_time":"1355853960","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"505362","us_name":"qualia","us_username":"qualia","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>My game was The Banker: An Atrocity in Three Parts<br \/>\n <img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/thumb\/302e80f602097453fcc9b19b01a655f0.jpg\" alt=\"The Banker\" \/><\/p>\n <p>It was made in slightly less than two days from scratch with C++, and entered in the Jam.<br \/>\n Libraries used: SFML and Boost Property Tree<br \/>\n Tools used: VIM (IDE), GIMP, Tiled Map Editor.<\/p>\n <p>What went right:<\/p>\n <ul>\n <li>I finished! This was the first game I&#8217;ve actually managed to do in time.<\/li>\n <li>The idea. While I didn&#8217;t get to work on it for a day, I had the idea the moment the theme was announced and it didn&#8217;t really change at all after that. This is the first LD that I can say that for &#8211; although it&#8217;s the only one where I would have benefitted more the other way around.\n <li>I got most of the dialogue I wanted in<\/li>\n <li>By compromising on features, managed to make all three parts of the game<\/li>\n <li>It was almost funny?<\/li>\n <li>SFML wasn&#8217;t as God-awfully obstrucvtive as I usually find it<\/li>\n <\/ul>\n <p>What went wrong:<\/p>\n <ul>\n <li>Programming took around twice as long as I expected<\/li>\n <li>As a result, all graphics had to be made in ~1 hour<\/li>\n <li>As a result, the graphics were terrible<\/li>\n <li>Movement was too slow, but this only became apparent once I made the map larger than 10&#215;10 tiles in the last ten minutes of the competition<\/li>\n <li>Some of the dialogue was done in the last couple of minutes before I uploaded, so it&#8217;s a little badly written in places, and feels inconsistent<\/li>\n <li>While it would never have been a &#8220;gameplay&#8221; type of game, it lacks even an attempt at gameplay features<\/li>\n <\/ul>\n <p>What didn&#8217;t go at all:<\/p>\n <ul>\n <li>Didn&#8217;t have time to do any music. Not even sFXR<\/li>\n <li>Had to cut a few interactions, and jokes suffered as a result<\/li>\n <li>Didn&#8217;t have time to add the minigame I had planned<\/li>\n <li>Didn&#8217;t get in any social commentary or obscure economics jokes<\/li>\n <\/ul>\n <p>Overall, though, I&#8217;m just glad I finished &#8211; it was a very close thing.<br \/>\n I spent so long on loading the maps that the benefits I reaped in terms of entity loading were rendered useless given the lack of art assets, which was a shame. Just having better art or any music would improve the game so massively that I think I ought to just brush it up a little next weekend.<\/p>","time":"December 18th, 2012 1:06 pm","title":"The Banker \u2013 Postmortem"}