{"author_name":"Falkreon","cat":"LD #25","comments":[],"epoch":1355347080,"likes":1,"metadata":{"p_key":"50617","p_author":"Falkreon","p_authorkey":"5762","p_urlkey":"86310","p_title":"I\u2019m In","p_cat":"LD #25","p_event":"LD25","p_time":"1355347080","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"5762","us_name":"Falkreon","us_username":"falkreon","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Let&#8217;s recap:<\/p>\n <p>I&#8217;m Falkreon. I&#8217;m a prolific Minecraft\/Bukkit\/Forge\/Spout modder and I also develop games as standalone cross-platform JARs.<\/p>\n <p>My goal this time around is to shade in a lot more atmosphere and polish than my previous entries, and continue upping the WTF factor by abandoning or eliding features people generally expect in a genre. Every Ludum Dare, get about ten games I can&#8217;t live without, so I definitely agree with the keynote, it&#8217;s kind of like getting a hundred xmas presents at the end.<\/p>\n <p>Behind the cut: I relate some of my LD history and share some wisdom received over the course of the production.<\/p>\n <p><span id=\"more-193046\"><\/span><br \/>\n My first Ludum Dare was a painful failure. I didn&#8217;t know how to\u00a0<a title=\"kill my darlings\" href=\"http:\/\/ideonexus.com\/2011\/02\/28\/kill-your-darlings-is-a-programming-principle-too\/\">kill my babies<\/a>, and the project was just completely untenable as envisioned. Editing is really important in game design. Ever since then I&#8217;ve had a particular approach to my LD design:<\/p>\n <ul>\n <li>During the final voting round, I rearrange the top themes into a series of boxes based on similarity of tone or theme. This helps me both pare down the number of early-stage designs, and stay organized and straightforward about my design process.<\/li>\n <li>For each box, I write a couple words to a sentence worth of design. Don&#8217;t write too much at this stage; just let the possibilities swirl in your head. I usually like\u00a0<em>all<\/em>\u00a0of the design possibilities, but I can only do one; the final theme selection is a sort of useful design roulette. I don&#8217;t feel bad about abandoning the other designs because I forced myself not to write too much, and only the particular theme box&#8217;s design will work on the selected theme.<\/li>\n <li>When the theme comes out, I reserve some of the precious competition time to write more about the design, and think more about the design. This is extremely important, building a game that fits the scope of the time limit, and to some degree you&#8217;ve just got to get a feel for it. I don&#8217;t want to put an exact number on it, but in practice I usually take a good ten or fifteen minutes just to make sure the design is extremely clever.<\/li>\n <li>Most importantly: Once I have a design you&#8217;re 99% confident about, I kill my darlings. I take the idea and ask myself: What are all the various things I need to do to make this happen? Then I rank them in order of importance and for time management. During this process I usually find that some of the clever features fall like a rock to the bottom of the list: They&#8217;re amazing features, I love them, but they&#8217;re totally unnecessary to the design. I doubt I&#8217;ll get to them in time, and maybe the design will actually be better with them streamlined out.<\/li>\n <\/ul>\n <p>My second Ludum Dare, Erased (for #22, the Alone theme) was a tenative success: I released a product. I spent the next month refining it, and it was much more playable in the post-LD version. Even though there was much more that could have been done, at some point I finally admitted that nobody wanted a roguelike that wasn&#8217;t rogue-like, and it wasn&#8217;t worth polishing. That&#8217;s kind of a corollary to &#8220;kill your darlings.&#8221; Sometimes code is only digestible if you cook it on a rock and then eat the rock instead. Well-meaning programmers can create that code. Don&#8217;t feel bad about a failed project, and especially don&#8217;t feel bad about the risks you took in the design. Code is cheap if you write it often. Take new and different risks, put in a more thoughtful and skillful effort, and you&#8217;ll find that eventually, the risks pay off.<\/p>\n <p>My third Ludum Dare, mini-LD #37, I&#8217;m calling a huge success. Little Stories was *exactly* what I envisioned. I removed game mechanics, control systems, and a lot of planned content never made it, but the design wasn&#8217;t something I expected to be feature-rich. It wasn&#8217;t a platformer, even though it looks like a platformer. For one thing, you can&#8217;t jump. You don&#8217;t kill anything. The whole goal was different. Not having a template was freeing to me, and suddenly I didn&#8217;t have to include something because games of genre X just always\u00a0<strong>have<\/strong>\u00a0Y. So my final piece of advice is, even if you have a genre, keep cutting. Kill their darlings too.<\/p>\n <p>So, in review:<br \/>\n Kill your darlings,<\/p>\n <p>Kill your darlings,<\/p>\n <p>Kill their darlings too.<\/p>\n <p>All the darlings.<\/p>","time":"December 12th, 2012 4:18 pm","title":"I\u2019m In"}