{"author_name": "Krobill", "cat": "LD #24", "comments": [], "epoch": 1346232720, "likes": 0, "metadata": {"p_key": "51646", "p_author": "Krobill", "p_authorkey": "14854", "p_urlkey": "87341", "p_title": "[0-EVO] a brief post mortem", "p_cat": "LD #24", "p_event": "LD24", "p_time": "1346232720", "p_likes": "0", "p_comments": "0", "p_status": "UPD5", "us_key": "14854", "us_name": "Krobill", "us_username": "krobill", "event_start": "1345766400", "event_key": "12", "event_name": "LD24"}, "text": "<p>Last week end was my first participation to the ludum dare. I&#8217;ve been considering to participate for a few years now but I had never had the &#8216;nerve&#8217; to take the last step. So here am I, and honestly I had a very good time! Let&#8217;s immediately skip to&#8230;</p>\n <p><a href=\"http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&amp;uid=14854\"><img class=\"aligncenter size-medium wp-image-178889\" src=\"http://www.ludumdare.com/compo/wp-content/uploads/2012/08/0_EVO_intro1-300x187.jpg\" alt=\"\" width=\"300\" height=\"187\" srcset=\"http://ludumdare.com/compo/wp-content/uploads/2012/08/0_EVO_intro1-300x187.jpg 300w, http://ludumdare.com/compo/wp-content/uploads/2012/08/0_EVO_intro1.jpg 400w\" sizes=\"(max-width: 300px) 100vw, 300px\" /></a></p>\n <p><strong>What went right :</strong></p>\n <p>&#8211; fortunately, I had already participated in game jams so I avoided the common mistake of seeing too big (though barely I must admit)<br />\n &#8211; I&#8217;ve made my mind on what the game would be 9 hours after the start of the competition (including 7 hours of sleep ^^) and honestly it could have been worse. Though some mechanics evolved during my implementation, I managed to stick to the original idea.<br />\n &#8211; I&#8217;ve used VERY FAMILIAR tools. I&#8217;ve been working with Flash for years now and I mainly used a small open source blitting library I&#8217;ve create with my partner at Alkemi several years ago. I know the thing inside out unlike larger frameworks like Flixel or Flash Punk. I&#8217;ve almost tried to make the game with Unity with which I&#8217;m very familiar too, but I&#8217;m REALLY glad I didn&#8217;t in the end. I love this tool but it&#8217;s definitely not as fast to use as Flash and it wasn&#8217;t required for my idea&#8230;<br />\n &#8211; I&#8217;ve managed to keep my tablet out of the way! I knew if I started to draw things with a tablet I would spend too much time on graphics and not enough on development so I kind of forced myself to do it 100% with simple vector graphics (and a WHOLE LOT of filters). I&#8217;m kind of proud that the whole game weighs less than 30Ko without sounds and less than 80 with them ^^<br />\n &#8211; The actual level design occured only 10 hours before the end of the competition but it went relatively well. Even if it did not turned out always as I expected, it gave something with some potential if not enormous interest.<br />\n &#8211; I&#8217;ve managed to keep the pressure off and work I&#8217;d say&#8230; 20-24hours during the week-end with wide variations in concentration and involvement and a few starcraft2 games in between 😉</p>\n <p><strong>What went wrong :</strong></p>\n <p>&#8211; I just didn&#8217;t like the theme&#8230; I prefer less open themes, less generic. Personnal taste that&#8217;s all, but it kind of bothered me for the whole first day.<br />\n &#8211; I ended up doing a &#8216;microbiological&#8217; game like the project I&#8217;ve been working on at alkemi for the last year and a half. That&#8217;s my entire fault but I had no other idea than that (well no feasible idea at least). I kind of turned it into something interesting for me by tring to explore an art direction I had discarded for our game&#8230;<br />\n &#8211; I ended up doing if not a shooter, a shooting game which is what I have the most experience with. I would have liked to try something a bit more different than my usual, tread on new paths even if it meant to risk failure. I&#8217;ll try harder next time!<br />\n &#8211; Game mechanics didn&#8217;t turned out exactly as I planned. Well that&#8217;s almost always the case, whether you have written them down or not (personnaly I don&#8217;t believe in game design documents, I believe in experimentation and prototyping). Still, I like when things turned out as I imagined them and I still clearly need experience to run an accurate simulation in my head ^^<br />\n &#8211; I&#8217;ve done a few sound fxs with SFXR (an excellent tool I&#8217;ve discovered this week end&#8230;) but I could have, should have added a lot more ambiant sounds. I just didn&#8217;t have the juice left to do so&#8230;<br />\n &#8211; I&#8217;ve missed most of the SC2 MLG live streaming</p>\n <p>I&#8217;ll definitely try this again!</p>\n \n <p>Tags: <a href=\"http://ludumdare.com/compo/tag/as3/\" rel=\"tag\">as3</a>, <a href=\"http://ludumdare.com/compo/tag/compo/\" rel=\"tag\">compo</a>, <a href=\"http://ludumdare.com/compo/tag/flash/\" rel=\"tag\">flash</a>, <a href=\"http://ludumdare.com/compo/tag/ld24/\" rel=\"tag\">ld24</a>, <a href=\"http://ludumdare.com/compo/tag/postmortem/\" rel=\"tag\">postmortem</a></p>", "time": "August 29th, 2012 4:32 am", "title": "[0-EVO] a brief post mortem"}