{"author_name":"huhwhozat","cat":"MiniLD","comments":[],"epoch":1306817520,"likes":0,"metadata":{"p_key":"65576","p_author":"huhwhozat","p_authorkey":"3023","p_urlkey":"101372","p_title":"Underverden \u2013 Post Mortem","p_cat":"MiniLD","p_event":"LD20","p_time":"1306817520","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3023","us_name":"huhwhozat","us_username":"huhwhozat","event_start":"1304035200","event_key":"6","event_name":"LD20"},"text":"<p>So who ever came up with calling these analyses post-mortems? \u00a0My project certainly isn&#8217;t dead. \u00a0I certainly have a lot to say about it though. \u00a0For reference, play it <a href=\"http:\/\/www.ludumdare.com\/compo\/minild-26\/?action=preview&amp;uid=3023\">here<\/a>. \u00a0If you don&#8217;t care how I personally performed, scroll down to Product to hear my comments about the submitted game itself. \u00a0For the Tl;dr, scroll all the way down to the conclusion. \u00a0Otherwise, prepare for a wall of text!<\/p>\n <h2><span id=\"more-55235\"><\/span> <span style=\"text-decoration: underline\"><span style=\"color: #333399\">Process:<\/span><\/span><\/h2>\n <h3><span style=\"text-decoration: underline\"><span style=\"color: #333399\">What went right:<\/span><\/span><\/h3>\n <h4><span style=\"color: #333399\">Using Flixel:<\/span><\/h4>\n <p>This is a powerful library that I encourage everyone to try. \u00a0It&#8217;s especially suited for rapid development. \u00a0It has many helper classes geared toward 2d game development and platfromers in particular, and since it&#8217;s based in AS3, web deployment is a cinch. \u00a0Tutorials for the current version are a bit lacking but documentation is very good and accessible and there are numerous demos with source code available. \u00a0I was able to build Underverden with the tools available: built in tilemaps, collision, input handling, etc is a HUGE benefit after basically writing all that for my last LD in pygame. \u00a0There are some cases where I wish I had time to break open their black-box classes, but subclassing usually allows the needed flexibility. \u00a0I&#8217;m not totally converted to Flixel over other options, but it is VERY impressive.<\/p>\n <h4><span style=\"color: #333399\">Preparation:<\/span><\/h4>\n <p>I took the time to get familiar with my development environment and starting a Flixel project from scratch. \u00a0I knew I&#8217;d be switching libraries so I set up FlashDevelop, built a couple test games with flixel, and got used to the workflow. \u00a0I also found a Map Editor (DAME) and practiced with it, as well as being familiar with Sfxr, FLStudio, and Photoshop, and having Dropbox ready to host my files. \u00a0Know your tools! \u00a0In my experience, it is almost imperative.<\/p>\n <h4><span style=\"color: #333399\">IRC &amp; testing:<\/span><\/h4>\n <p>The #ludumdare channel is excellent. \u00a0I was able to prototype ideas, brainstorm, and do playtests with ease. \u00a0People are generally fun, encouraging, helpful, and insightful every time I&#8217;ve been on the irc. \u00a0I can&#8217;t recall who did what, but a number of people were especially helpful. \u00a0Someone hopped on a private channel with me and discussed gameplay with me. \u00a0Someone else critiqued my control scheme and talked me into changing it for the better. \u00a0A number of people mentioned the lack of support for Dvorak or other keyboard layouts, which I hadn&#8217;t thought of as a problem. \u00a0Near the end of day 2, someone else gave me a boot in the rear that I needed to keep motivated. \u00a0You guys are awesome! \u00a0Thanks to all of you! \u00a0If you were one of these people, please comment; I can remember names but not who did what. \ud83d\ude00<\/p>\n <h4><span style=\"color: #333399\">Sleep:<\/span><\/h4>\n <p>This is a timed competition, but don&#8217;t cheat yourself of sleep. \u00a0I did last time and that cost me more time than it saved. \u00a0Though I stayed up late I made sure of at least eight hours sleep both nights. \u00a0It was very worth it as I woke feeling rested and productive.<\/p>\n <p>&nbsp;<\/p>\n <h3><span style=\"text-decoration: underline\"><span style=\"color: #333399\">What went wrong:<\/span><\/span><\/h3>\n <h4><span style=\"color: #333399\">Internet:<\/span><\/h4>\n <p>My internet died on Saturday. \u00a0I spent a large portion of the day trying to get it fixed and being generally unproductive. \u00a0I estimate I lost about 10 solid hours of work. \u00a0Nothing I could really do about that, but still my biggest obstacle.<\/p>\n <h4><span style=\"color: #333399\">Time management:<\/span><\/h4>\n <p>I spent a lot of time just staring at the code trying to figure out how to make a certain thing work. \u00a0I could have gone on to other areas. \u00a0I spent too much time perfecting movement instead of leaving it alone until the rest of the engie was further along. \u00a0I spent too much time looking up examples for a physics library, so much so that I never got to use that library in the end. \u00a0I really need a better plan of action going into the LD. \u00a0I had a good To Do list last time, but failed to do that this time. \u00a0PArt of why that was lacking will be covered in the next topic.<\/p>\n <h4><span style=\"color: #333399\">Concept:<\/span><\/h4>\n <p>I did not have a solid grasp of my idea for the game I was making. \u00a0As it was, I did not have a good plan of action. \u00a0I had a lot of ideas, but no plan to actually realise them in gameplay. \u00a0I thought this would become clear as I began to work on various elements, but in fact it obscured my original vision to the point where I had no idea what I was actually making. \u00a0I asked someone in irc, &#8220;What is going to make my game fun?&#8217; \u00a0Part of this is because I had premeditated ideas before seeing the themes and since neither of them fit at all, I was at a loss for what to do. \u00a0Since the various themes were so similar I had little inspiration. \u00a0When I finally got an idea, it was unclear and not fully formed. \u00a0In the end it would have turned out solid, but that solidifying needs to happen BEFORE I start coding next time.<\/p>\n <p>&nbsp;<\/p>\n <h2><span style=\"text-decoration: underline\"><span style=\"color: #333399\">Product:<\/span><\/span><\/h2>\n <h3><span style=\"text-decoration: underline\"><span style=\"color: #333399\">What I liked:<\/span><\/span><\/h3>\n <h4><span style=\"color: #333399\">Player:<\/span><\/h4>\n <p>I like my player sprite and his movement. \u00a0I spent a lot of time on the movement, but fortunately not as much on the sprite. \u00a0A lot of comments from friends and in irc have complimented this aspect. \u00a0Thank you very much! \u00a0It&#8217;s nice to have my opinion validated. \u00a0I wanted the character to appear fragile and the player to feel wary about his movement. \u00a0I had more steps in mind to achieve this, but the movement feels almost perfect at this point. \u00a0I&#8217;m also glad to have drawn a character with much the same animation quite recently. \u00a0It was very good to be able to draw the sprite quickly.<\/p>\n <h4><span style=\"color: #333399\">Bombs:<\/span><\/h4>\n <p>What can I say? \u00a0Bombs are a heck of a lot more fun than I thought they would be. \u00a0Excellent.<\/p>\n <h4><span style=\"color: #333399\">Tools:<\/span><\/h4>\n <p>These turned out just about how I wanted apart from some mechanics with the bombs that I&#8217;ll discuss below. \u00a0Digging should feel heavy and difficult and it does. \u00a0The functions of different tools on different surfaces is very near what I wanted.<\/p>\n <p>&nbsp;<\/p>\n <h3><span style=\"text-decoration: underline\"><span style=\"color: #333399\">What I lacked:<\/span><\/span><\/h3>\n <h4><span style=\"color: #333399\">A point:<\/span><\/h4>\n <p>Obviously, you can&#8217;t win my game. \u00a0This is sad because I had a decent story planned that I never had the time to create. \u00a0It would have had added a lot of gameplay interest. \u00a0(Stay tuned, this is coming!) \u00a0As it is this is an aimless platformer with terrain destruction. \u00a0I was waiting to make the goal until I had physics, since it relied heavily on destorying structures but this was a mistake. \u00a0I could&#8217;ve added a simpler version much earlier and had an actual game. \u00a0The level design goes along with this aspect. \u00a0In the end I just scribbled in the map editor and called it a level.<\/p>\n <h4><span style=\"color: #333399\">Balance:<\/span><\/h4>\n <p>The bombs need balance. \u00a0Originally you were to find barrels around the level, then place powder in them to make bombs. \u00a0Powder would also be in limited supply. \u00a0The bombs also blow up too much ground as I found out through playtesting. \u00a0They&#8217;re really only supposed to let you destroy the foundations of buildings. \u00a0You were also supposed to find your tools along the way, allowing for more exploration and limiting your progress. \u00a0You were also supposed to take damage and die, and have a stamina that forced you to rest from jumping and digging.<\/p>\n <h4><span style=\"color: #333399\">Tools:<\/span><\/h4>\n <p>Originally I wanted a rope and a carried light source to be major elements. \u00a0Luminescent mushrooms or crystals would grow in the cave and you could break them and take them with you to show the way. \u00a0As it is, there is no lighting whatsoever. \u00a0Rope would also save you from fall damage (which is not in anyway), but you would have to conserve it and use it wisely in order to retrace your steps.<\/p>\n <h4><span style=\"color: #333399\">Atmosphere:<\/span><\/h4>\n <p>I spent 3 hours writing music that I think is very good for the small amount of effort it took. \u00a0It is very evocative and would have added a lot to a complete game. \u00a0I also had sound effects and lighting planned but found the time for neither of them. \u00a0Finally, my art lacked focus. \u00a0The character is two-tone, the tools are detailed, and the terrain is halfway in between detailed and placeholder art. \u00a0I think I&#8217;d like to develop the two-tone look as it would fit the atmosphere I wanted for this game.<\/p>\n <p>&nbsp;<\/p>\n <h2><span style=\"text-decoration: underline\"><span style=\"color: #333399\">Conclusion:<\/span><\/span><\/h2>\n <p>Let&#8217;s look at my definition of done&#8230;<\/p>\n <ul>\n <li>The story is narrated and the scene set &#8211; <strong><span style=\"color: #ff0000\">no<\/span><\/strong><\/li>\n <li>Buildings\/terrain can be destroyed &#8211; <span style=\"color: #339966\"><strong>yes<\/strong><\/span><\/li>\n <li>There are at least 3 objectives to destroy in different cities &#8211; <strong><span style=\"color: #ff0000\">no<\/span><\/strong><\/li>\n <li>Healthy cave grows when objective destroyed &#8211; <strong><span style=\"color: #ff0000\">no<\/span><\/strong><\/li>\n <li>There are intervening tunnels between objectives &#8211;<strong><span style=\"color: #ff0000\"> no<\/span><\/strong><\/li>\n <li>Equipment is functional \u2013 rope, pick, shovel minimum &#8211; <span style=\"color: #339966\"><strong>no rope, but bombs instead<\/strong><\/span><\/li>\n <li>The death mechanic is in functional (keeping it a secret) &#8211; <span style=\"color: #ff0000\"><strong>no<\/strong><\/span><\/li>\n <li>SFX are present for actions that need feedback &#8211; jumping, falling digging, etc &#8211;\u00a0<strong><span style=\"color: #ff0000\">no<\/span><\/strong><\/li>\n <li>There is at least one ambient music track &#8211; <strong><span style=\"color: #ff0000\">no; made but not put in<\/span><\/strong><\/li>\n <li>Game can be won, restarted, saved and loaded &#8211; <strong><span style=\"color: #ff0000\">no<\/span><\/strong><\/li>\n <\/ul>\n <p>So is that a failure? \u00a0Technically, yes. \u00a0However. \u00a0I learned, I had fun, I&#8217;m proud of what I did, and I&#8217;m going to continue it. \u00a0I would call that a success. \u00a0Thank you LD (and all of you in it), for teaching and encouraging.<\/p>","time":"May 30th, 2011 11:52 pm","title":"Underverden \u2013 Post Mortem"}