{"author_name":"Ashkin","cat":"LD #22","comments":[],"epoch":1324350480,"likes":0,"metadata":{"p_key":"60218","p_author":"Ashkin","p_authorkey":"1722","p_urlkey":"95971","p_title":"Luto Hominus Post Mortem","p_cat":"LD #22","p_event":"LD22","p_time":"1324350480","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1722","us_name":"Ashkin","us_username":"ashkin","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p><img class=\"aligncenter\" src=\"http:\/\/i.imgur.com\/LgaP5.png\" alt=\"\" width=\"320\" height=\"320\" \/><\/p>\n <p style=\"text-align: center\">A post mortem for Luto Hominus.<\/p>\n <p style=\"text-align: center\"><span id=\"more-101520\"><\/span>Well, I didn&#8217;t exactly finish in time, did I? But I submitted the unfinished game anyway. I think it was definitely a learning experience for me- though this isn&#8217;t the first time I&#8217;ve participated in Ludum Dare, it&#8217;s definitely the farthest I&#8217;ve gotten.<\/p>\n <p style=\"text-align: center\">When the theme &#8216;alone&#8217; was announced, I was rather disappointed. I had really wanted to participate, but no ideas immediately sprang to mind. So I spent the next few hours taking walks and talking to people on the IRC. Eventually, I got the idea of a sokoban clone where you had to push blocks of fuel into some kind of alchemizer that would turn them into a friend for you. _frog on #tigirc suggested that I make the blocks of fuel blocks of clay and the alchemizer a kiln, and I got started.<\/p>\n <p style=\"text-align: center\">I set up a basic world with grid-based movement, a block to push around, and a kiln as a goal. However, at that point, I realized that I wasn&#8217;t any good at puzzle design, so I binned the idea of a sokoban clone and kept working. Eventually, a new idea dawned: A roguelike game where you had to fight off The Loneliness (that spectre you see at the top) while moving the block towards the kiln.<\/p>\n <p style=\"text-align: center\">Unfortunately, I ran into some complications. Work got in the way of making the game- this weekend was probably the busiest, work-wise, I&#8217;ve had in the past month. I didn&#8217;t prioritize properly: I spent way too long working on the minimap and level generation (there are 75 possible rooms!), rather than working on game-centric stuff (there&#8217;s not even a menu or a win condition, or a lose condition.) My vision wasn&#8217;t clear enough- I didn&#8217;t have a good idea in my head, I was making it up as I went along. I just wasn&#8217;t organized enough.<\/p>\n <p style=\"text-align: center\">But what I did do, I&#8217;m proud of. I made a partial game faster than I ever have before. I learned more about procedural generation, stuff that I can apply to my main game project. And, most importantly, I had fun- it was great hanging out in the IRC, looking at the stuff other people were doing, frantically coding, idea jamming, etc.<\/p>\n <p style=\"text-align: center\">Thanks for the great time, guys. Looking forward to seeing you all again come LD #23! Happy holidays and an awesome new year, everyone.<\/p>","time":"December 19th, 2011 10:08 pm","title":"Luto Hominus Post Mortem"}