{"author_name":"WiggleWorm513","cat":"LD #22","comments":[],"epoch":1324722480,"likes":0,"metadata":{"p_key":"60031","p_author":"WiggleWorm513","p_authorkey":"5570","p_urlkey":"95783","p_title":"Gemclusion Postmortem","p_cat":"LD #22","p_event":"LD22","p_time":"1324722480","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"5570","us_name":"WiggleWorm513","us_username":"wiggleworm513","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p><a title=\"LD22 - Gemclusion\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=preview&amp;uid=5570\"><img class=\"alignnone\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/compo2\/thumb\/6955748d4792fd2fa25cd2afcfe11f98.jpg\" alt=\"\" width=\"450\" height=\"450\" \/><\/a><\/p>\n <p>Here is the postmortem for our LD22 jam entry : <a title=\"Gemclusion\" href=\"..\/ludum-dare-22\/?action=preview&amp;uid=5570\">Gemclusion<\/a>.\u00a0 This was our second Ludum Dare (this first being LD21), and learning from our experiences from the last one we decided from the beginning to make sure to keep the game simple (K.I.S.S.).<\/p>\n <p><strong>Warmup<\/strong><\/p>\n <p>This time around we benefited greatly from an accidental warmup contest: <a title=\"Game Prototype Challenge\" href=\"http:\/\/gameprototypechallenge.com\/post\/14187060784\/a-huge-anniversary-record\">Game Prototype Challenge<\/a>.\u00a0 It&#8217;s another for fun game dev contest, but it&#8217;s on a smaller scale than LD (29 entries in the last one).\u00a0 During the GPC contest, we made a point to keep it simple and have fun with the contest.\u00a0 This is an important thing to remember when doing these contests.\u00a0 Too often we get caught up in the malaise of trying to make the ultimate game and forget about having fun.\u00a0 It was after the GPC contest that we happened to remember that the next LD was starting soon.\u00a0 Once we realized that LD was coming, we started getting ourselves ready.\u00a0 The next week or so was spent relaxing and waiting for the Theme.<\/p>\n <p><span id=\"more-104016\"><\/span><\/p>\n <p><strong>Theme<\/strong><\/p>\n <p>During the voting rounds there were main themes that we were hoping for.\u00a0 In particular, I was hoping that we would get more of an unconventional theme (like midgets) \u2026 sadly we will never know that greatness that would have been mighty midget magnets \u2026 but I digress.\u00a0 In the end Alone was chosen as the theme.\u00a0 Once it was announced, we immediately sprang into action and started talking out some game ideas that would fit an interpretation of Alone.\u00a0 Since we wanted something unconventional, we decided to stay away from any ideas involving a person being or becoming alone.\u00a0 It was at this time that we came up with a rough puzzle game idea where the goal was to get a single puzzle piece alone.<\/p>\n <div id=\"attachment_104321\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/12\/24\/gemclusion-postmortem\/prototype_doodle_small\/\" rel=\"attachment wp-att-104321\"><img class=\"size-medium wp-image-104321\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Prototype_Doodle_Small-300x240.png\" alt=\"A small doodle of our LD22 Prototype\" width=\"300\" height=\"240\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Prototype_Doodle_Small-300x240.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Prototype_Doodle_Small.png 500w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">A small doodle of our LD22 Prototype<\/p><\/div>\n <p><strong>Prototype<br \/>\n <\/strong><\/p>\n <p>Since we liked the idea we decided to do a quick and dirty prototype.\u00a0 It would have no effort placed in sounds, art or guis; instead it would focus just on the Gameplay.\u00a0 So I went to work with the quickness that is afforded to me by my bearded-ness. [PIC] Within moments I had re-made my doodle in Unity [PIC].\u00a0 Once the level was in place, I was able to quickly get all everything working for the prototype.\u00a0 It included moving the pieces with the goal of destroying all the pieces but one.\u00a0 To destroy a piece, you had to move it through an opening and into an invisible wall.\u00a0 It took about 2 hours to get the prototype completed.<\/p>\n <div id=\"attachment_87751\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/12\/16\/our-progress-so-far\/game_alpha_state\/\" rel=\"attachment wp-att-87751\"><img class=\"size-medium wp-image-87751\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Game_Alpha_State-300x224.png\" alt=\"A screenshot of our game in Alpha state.\" width=\"300\" height=\"224\" \/><\/a><p class=\"wp-caption-text\">LD22 Entry - Alpha 0.5<\/p><\/div>\n <p>[<a title=\"LD22 - Prototype\" href=\"http:\/\/ideomotorfx.com\/LD22\/1\/index\">PLAY THE PROTOTYPE<\/a>]<\/p>\n <p><strong>Gameplay<\/strong><\/p>\n <p>Over the span of the weekend, the gameplay was expanded upon a bit.\u00a0 Most of Saturday morning was spent adding new gameplay elements (warp points, breakable walls, pass-through walls, merging pieces and gate walls).<\/p>\n <ul>\n <li>The warp points would teleport a piece from one spot on a level to another.<\/li>\n <li>The breakable walls were special wall blocks that would &#8216;break&#8217; when a piece ran into them.\u00a0 The walls could be set to take 1 or more impacts before breaking.<\/li>\n <li>The pass-through walls looked just like the other wall blocks, but a piece could slide right through them.<\/li>\n <li>The merging pieces would allow for pieces to be combined and form a new piece.<\/li>\n <li>Then we added gate walls that would only allow certain pieces to pass-through them.<\/li>\n <\/ul>\n <div id=\"attachment_104322\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/12\/24\/gemclusion-postmortem\/prototype_doodle_zones_small\/\" rel=\"attachment wp-att-104322\"><img class=\"size-medium wp-image-104322\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Prototype_Doodle_Zones_Small-300x135.png\" alt=\"A small doodle of the invisible walls that would destroy pieces\" width=\"300\" height=\"135\" \/><\/a><p class=\"wp-caption-text\">A small doodle of the invisible walls that would destroy pieces<\/p><\/div>\n <p>&nbsp;<\/p>\n <div id=\"attachment_104323\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/12\/24\/gemclusion-postmortem\/prototype_doodle_gameplay_small\/\" rel=\"attachment wp-att-104323\"><img class=\"size-medium wp-image-104323\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Prototype_Doodle_Gameplay_Small-300x169.png\" alt=\"A list of the various gameplay elements\" width=\"300\" height=\"169\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Prototype_Doodle_Gameplay_Small-300x169.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/Prototype_Doodle_Gameplay_Small.png 500w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">A list of the various gameplay elements<\/p><\/div>\n <p>The\u00a0 rest of Saturday was spent testing the gameplay and trying to come up with level designs.<\/p>\n <p>Sunday morning we realized that we were shooting for too much.\u00a0 Here we had several different gameplay elements that we were trying to fit into 20 levels.\u00a0 It was a much bigger task then we were anticipating.\u00a0 So we changed directions and decided to cut out gameplay elements that a) were not much fun or b) would take too much effort to get the 20 levels done in time.\u00a0 During this process we also changed the game pretty significantly.\u00a0 Originally the idea was to get the other pieces to disappear by having them leave the game-board.\u00a0 After cutting through the game elements, we ended up where you had to merge all the pieces together.\u00a0 We removed the warp points, breakable walls, pass-through walls and decided to make the levels closed in.\u00a0 This turned into a really good direction and helped spark a 8+ hr session where were able to create all 20 levels.<\/p>\n <p><strong>Graphics<\/strong><\/p>\n <p>Almost all<strong><\/strong> of the graphical work was texture based.\u00a0 The game only used primitives for the in game items. We didn&#8217;t start any work on the GUI \/ HUD images or the in game textures until Sunday.\u00a0 We wanted to wait to make sure we had all the gameplay done &#8230; after all it&#8217;s a game.\u00a0 While the art makes up 90% of it, that other 10% is very important and often can take more time then the art.<\/p>\n <p><strong>Audio<\/strong><\/p>\n <p>We originally had planned to make a few different tracks for the game using FL Studio.\u00a0 Sadly, we haven&#8217;t really used it much and we were not familiar enough to get that done.\u00a0 In then end we used sounds that we already had from a friend and then added him to the credits.<\/p>\n <p><strong>Sleep<\/strong><\/p>\n <p>We have done several game jams of various lengths (24+ hrs) and several times we made the awesome decision to stay up the whole time.\u00a0 One time I was awake for 44 1\/2 hrs straight &#8230; and that includes the 5 &#8211; 6 hr drive to and from Pittsburgh (so 10 &#8211; 11 hrs driving total) and the time for the competition (it was a 24hr game jam + the time for setting up \/ packing up + the time for the awards etc).\u00a0 Nothing I can say will ever describe how bad it sucks to be up for 44 1\/2 hrs with all that activity.<\/p>\n <p>So this time around we made sure to go to sleep at a reasonable hour and not try to stay up for the whole weekend.\u00a0 I can say that it was one of the best decisions that we made this time around.\u00a0 Some of the better ideas we had with the gameplay came after getting a good nights sleep.\u00a0 We set clear goals for the day and made sure to get as close as we could before going to bed.<\/p>\n <p><strong>Final Thoughts<\/strong><\/p>\n <p>So there was our Postmortem for <a title=\"LD22 - Gemclusion\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-22\/?action=preview&amp;uid=5570\">Gemclusion<\/a>.\u00a0 Hopefully it was a good read and provided some useful advice to someone for something for some reason &#8230; yeah that would be nice :).\u00a0 Please be sure to play and rate our game.\u00a0 We are looking for <strong>any feedback<\/strong> that we can get that will help <strong>improve<\/strong> the game.<\/p>\n <p>We are currently planning on expanding the game and releasing it on PC and\/or Android for $1 &#8211; $2.\u00a0 We are not sure how many levels it will have (20 &#8211; 50 is probably a good bet) and we are still deciding the gameplay elements (probably some of the originals with a twist + some new ones).\u00a0 We might also\u00a0 change the movement a bit to coincide with a phone for the Android version.\u00a0 Additionally we plan to update the art (both in-game and GUI \/ HUD items).\u00a0 It should be a lot of fun.<\/p>\n <p>I will post again with and update when we get things going after the holidays.\u00a0 Until then have a safe and happy holidays!!<\/p>","time":"December 24th, 2011 5:28 am","title":"Gemclusion Postmortem"}