{"author_name":"Staggy","cat":"LD #19 - Discovery - 2010","comments":[],"epoch":1292848440,"likes":0,"metadata":{"p_key":"67705","p_author":"Staggy","p_authorkey":"1886","p_urlkey":"103508","p_title":"Timelapse and Post-mortmem","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1292848440","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1886","us_name":"Staggy","us_username":"staggy","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>Finally got the timelapse of me creating my entry uploaded to Youtube. You can find it here: http:\/\/www.youtube.com\/watch?v=PLYye9zr32s<\/p>\n <p>I created it using Chronolapse, set to take a screenshot every 6 seconds. The video was encoded at 30FPS. Given the length of the video, this means that I spent almost exactly 16 hours working on my entry; more than I had hoped for, but a lot less time than I actually &#8216;needed&#8217;. Oh well.<\/p>\n <p>Just a quick reply to the comments on the submission so far: I&#8217;m glad you&#8217;re enjoying it! I could go and add to it for a Jam version, but I&#8217;d rather not. Don&#8217;t know why.<\/p>\n <p>Also to commenter Devenger: not sure you mean about getting stuck near the right-most altar. Just go back through the tunnels?<\/p>\n <p><strong>Now for the post-mortmem:<\/strong><br \/>\n I made one huge mistake right at the start of making the entry, with regards to how the terrain was stored. I stored each screen as a quadtree of blocks. Moving off-screen triggered swapping out the &#8216;current&#8217; quadtree for the appropriate replacement, and sending the player to the other side of the screen.\u00a0 What I should have done was store the entire world as one big quadtree, and just had the camera snap to fixed positions &#8211; or not. Really, if I could go back and chance one thing it would be this.<br \/>\n See, if I hadn&#8217;t done this I could have had my original winning conditions &#8211; collecting four &#8216;orbs&#8217; instead of just seeing the four altars &#8211; in and working instantly. As it was, I had to scrap that because of my lack of time. Also, making one continuous world would have allowed me to grant the player special abilities after getting each orb &#8211; digging through walls, a jetpack, etc. &#8211; something that would have just raised too many problems with the current setup.<\/p>\n <p>Art-wise, I can&#8217;t really complain &#8211; I was at the limits of my artistic ability as it was. I might have tweaked around with background colours and water tiles if I had the time, but I can&#8217;t see myself doing much better.<\/p>\n <p>Sound&#8230; the sound effects are fine, I think. SFXr is a fantastic tool. The problem was background music &#8211; I have no idea how to create it, and it&#8217;s something I need to check up on for next time. I was going to use WolframTones, but that only produces MIDI files ( I can only play WAV ). Oh well.<\/p>\n <p>At the start of the competition I considered how to use the theme best ( you can see this on the timelapse video). I didn&#8217;t have a decent game mechanic in mind, and trying to do it through story would have meant spending far too much time creating a GUI that could display the story (text). As it was, I decided to go with atmosphere &#8211; and I think I just about pulled it off.<\/p>\n <p>If you haven&#8217;t yet done so, please try my submission &#8220;Quest for the 4 Altars&#8221;, and tell me what you think.<br \/>\n http:\/\/www.ludumdare.com\/compo\/ludum-dare-19\/?action=rate&#038;uid=1886<\/p>","time":"December 20th, 2010 7:34 am","title":"Timelapse and Post-mortmem"}