{"author_name":"Casey Jordan","cat":"LD #35","comments":[{"author_name":"","time":"April 19, 2016 3:22 pm","epoch":1461097320,"text":"Fun to see someone else playing on a three-level cycle of metamorphosis (our game did it with tadpole to frog) for this theme! Will play this in the upcoming days as soon as I&#8217;ve regained energy from the exhaustion of this jam! c:","spam":"N"}],"epoch":1461096780,"likes":1,"metadata":{"p_key":"6117","p_author":"Casey Jordan","p_authorkey":"87952","p_urlkey":"41557","p_title":"Pillars of Life \u2013 Post Mortem","p_cat":"LD #35","p_event":"LD35","p_time":"1461096780","p_likes":"1","p_comments":"1","p_status":"UPD5","us_key":"87952","us_name":"Casey Jordan","us_username":"cat5casey","event_start":"1460678400","event_key":"33","event_name":"LD35"},"text":"<p>I still haven&#8217;t put together a time lapse; I&#8217;ve been busy playing and rating. But I still want to write a post mortem to elaborate on my goals and express what I feel I accomplished.<\/p>\n <h4>Topic is Shapeshift &#8211; 48 hours to go<\/h4>\n <p>Within an hour and a half of the beginning of the compo, I settled on the &#8220;caterpillar lifecycle&#8221; concept:<br \/>\n <img class=\"alignnone wp-image-556146 size-large\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/game-idea-3-550x309.png\" alt=\"game idea 3\" width=\"550\" height=\"309\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/game-idea-3-300x169.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/game-idea-3-768x432.png 768w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/game-idea-3-550x309.png 550w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/p>\n <p>The goal was to create experientially different moments of play during the different phases of your caterpillar life. As the design sheet above depicts, an important early thought was creating a sense of freedom and openness when the player emerges as a butterfly. This was accomplished by providing wildly different controls after the player emerges from a cocoon.<\/p>\n <p>(The player is immobile as a cocoon, but has the freedom to move the camera &#8212; something they couldn&#8217;t do as a Pillar. Being given a brief opportunity to scout the map is useful, and it serves as a cue for the player to make the control shift more intuitive.)<\/p>\n <p>The\u00a0loop was complete, and\u00a0roughly balanced so that total population was\u00a0dependent on player actions. Neat.<\/p>\n <p>I hang out in the IRC chat for a few before some kind soul yells at me, &#8220;SLEEP!&#8221;<span id=\"more-556147\"><\/span><\/p>\n <p>I wake up early and\u00a0tweak a few things, then get to planning the next sprint.<\/p>\n <h4>More Morphs\u00a0Please<\/h4>\n <p>This basic life-cycle was SO successful in providing experientially unique moments of play, that I implemented alternate forms in the next sprint:<br \/>\n <img class=\"alignnone wp-image-556148 size-full\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHateDD2.png\" alt=\"PillarOfHateDD2\" width=\"800\" height=\"480\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHateDD2-300x180.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHateDD2-768x461.png 768w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHateDD2-550x330.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHateDD2.png 800w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/p>\n <p>I didn&#8217;t know exactly what these other forms would do yet. I just gave them names and drew them to help spur creative thought. During implementation,\u00a0they changed a million\u00a0times before I settled\u00a0on these three:<\/p>\n <p><strong>Agrobug:<\/strong> eats other bugs, leaves a trail of food behind it when moving quickly (clicking). Emergently attracts other bugs, creating food (eggs, cocoons, etc) for itself. Playing the agrobug feels pragmatic. You&#8217;re constantly moving forward, but turning requires you to click (and drop food). Spamming his movement causes him to revert to a cocoon, so motion is deliberate and calculate.<\/p>\n <p><strong>Fastbug (Zipper):<\/strong> fast-moving egg-collector that can morph at will. Useful for when there is a bunch of food around, but also a large number of competing insects. Like the Butters, he is fast, but his controls aren&#8217;t very friendly unless you remain in constant motion. Controlling the Fastbug feels restless. Almost agitating.<\/p>\n <p><strong>Fatbug:<\/strong> An inedible, egg layer. He&#8217;s ridiculously slow and his controls are unwieldy, making him a pain to play, but that&#8217;s okay! This discourages players from using him prematurely, as his only real system utility is saving the player from loss conditions (no mates, about to be eaten, etc&#8230;).<\/p>\n <p>It&#8217;s about this point that I really started to feel the theme. Morphing completely changes the &#8220;feel&#8221; of the game, despite the fact that the underlying ecosystem remains the same. Player actions affect the distribution of bug populations.<\/p>\n <p>It&#8217;s getting complex.<\/p>\n <p>Before taking a fairly long break,\u00a0I time-block the last day of development with three major goals in mind:<\/p>\n <ol>\n <li>create &#8220;levels&#8221; to introduce the complex game mechanics,<\/li>\n <li>provide a sense of progression in the existing &#8220;endless&#8221;\u00a0mode,<\/li>\n <li>improve art and add sound.<\/li>\n <\/ol>\n <p>Aaaaand&#8230;go!<\/p>\n <h4>the Birth of Story Mode (More Feels Please)<\/h4>\n <p>I wrote up a list of goals that I wanted to accomplish (&#8220;Become a buttefly&#8221;, &#8220;Last 3 generations&#8221;, etc) and started writing level controllers like a madman. I made a simple helper message to provide context for the player: &#8220;You want to be butterfly.&#8221;<\/p>\n <p>Then something beautiful happened.<\/p>\n <p>In the minimalist environment of the game,\u00a0with few other cues, this simple message was hauntingly engaging. I trusted it. It told me how I felt. Why should I question it?<\/p>\n <p>A large part\u00a0of my motivation so far had been attempting to control the player&#8217;s emotional\u00a0response to mechanical changes. This form of exposition\u00a0had unbelievable synergy, and I\u00a0ran with this for hours. Helper messages got simpler, more bug-like in perception.\u00a0Simultaneously simple and open ended, they spurred thought.\u00a0Mood became everything, and story mode emerged.<\/p>\n <p>But there&#8217;s still time for more!<\/p>\n <p><strong>Mutation Mode (Progression via\u00a0Adaptations)<\/strong><\/p>\n <p>4 hours left. No time to think. I know what I want to accomplish. I don&#8217;t have time to question\u00a0plans.\u00a0I create a data object to hold names and descriptions of\u00a0various mutations and\u00a0begin writing what\u00a0they do before lifting a finger\u00a0to actually implement them. I&#8217;m sure this will be my downfall.<\/p>\n <p>3 mutations to unlock the alternative morphs, 3 cool down reduction mutations, 5 speed boost mutations, and 10 &#8220;unique&#8221; mutations (2 for each bug). Here&#8217;s a sample of some of the\u00a0ambitious mutations I chose to throw at myself:<\/p>\n <p>&#8211; &#8220;Grabbing Claws &#8212; grab eggs [as the Butter] and carry them while holding the LMB!&#8221;<br \/>\n &#8211; &#8220;Explosion Pouch &#8212; when the fatbug dies, it blows anything nearby into tasty bits!&#8221;<\/p>\n <p>Believe it or not, I managed to implement all of these (and visualize the mutation when hovering over an heir)\u00a0with an hour to spare.\u00a0My old friend crunch, he&#8217;s\u00a0good to me.<\/p>\n <h4>Graphics and Audio<\/h4>\n <p>Alas,\u00a0I&#8217;m behind schedule. I anticipated having 4 hours to spare at the end to\u00a0polish graphics and add audio, but there&#8217;s only an hour left. I open up illustrator and begin frantically replacing all of the art assets &#8212; all\u00a07 sprites. \ud83d\ude1b<\/p>\n <div id=\"attachment_556394\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHate-Screen1-1.png\" target=\"_blank\"><img class=\"wp-image-556394 size-medium\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHate-Screen1-1-300x175.png\" alt=\"PillarOfHate-Screen1\" width=\"300\" height=\"175\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHate-Screen1-1-300x175.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHate-Screen1-1-550x321.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/PillarOfHate-Screen1-1.png 756w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">Before visual update.<\/p><\/div>\n <div id=\"attachment_556398\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-15-24-82.png\" target=\"_blank\"><img class=\"wp-image-556398 size-medium\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-15-24-82-300x169.png\" alt=\"YaButterFly7 2016-04-17 20-15-24-82\" width=\"300\" height=\"169\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-15-24-82-300x169.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-15-24-82-768x432.png 768w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-15-24-82-550x309.png 550w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><p class=\"wp-caption-text\">After visual update.<\/p><\/div>\n <p>Done.<\/p>\n <p>10 minutes to spare. Polish. Tweak helper messages.\u00a0Panic.\u00a0Merge control objects for level 1 and 2 to make it a single, longer level.\u00a0Find bug. Panic. Fix.<\/p>\n <p>TIME!<\/p>\n <p>Finished product:<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-35\/?action=preview&amp;uid=87952\" target=\"_blank\"><img class=\"alignnone wp-image-551300 size-large\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-14-37-84-550x309.png\" alt=\"YaButterFly7 2016-04-17 20-14-37-84\" width=\"550\" height=\"309\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-14-37-84-300x169.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-14-37-84-768x432.png 768w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/04\/YaButterFly7-2016-04-17-20-14-37-84-550x309.png 550w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n <p>&nbsp;<\/p>","time":"April 19th, 2016 3:13 pm","title":"Pillars of Life \u2013 Post Mortem"}