{"author_name":"Spooner","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282987440,"likes":0,"metadata":{"p_key":"69229","p_author":"Spooner","p_authorkey":"2552","p_urlkey":"105032","p_title":"De-constructing Alpha Channel","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282987440","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"2552","us_name":"Spooner","us_username":"spooner","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Well, it is a week now since I started working on <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-18\/?action=preview&amp;uid=2552\">Alpha Channel<\/a> for LD#18, my first such competition. In fact, the first time I tried to make a real-time game in nearly a decade, I think!<\/p>\n <p>I came in with no pre-conceived game-ideas, but was really happy that the theme was one that would give me ideas on how the develop game mechanics. I already wrote a <a href=\"http:\/\/www.ludumdare.com\/compo\/2010\/08\/25\/journal-via-archaology\/\">journal<\/a> of how the steps in development went, but I thought I&#8217;d discuss my post-competition thoughts now that I&#8217;ve had time to relax and to look at 30 other entries.<\/p>\n <p>Apologies now, in case I go on a bit (I know I will :P)&#8230;<\/p>\n <p><span id=\"more-27263\"><\/span><\/p>\n <p><strong>How did the competition environment compare with regular development?<\/strong><\/p>\n <p>One of the biggest problems with my own projects, games or not, is that I am both a perfectionist and a feature-creeper. Not particularly unusual among developers, but it does mean a lot of overly ambitious, though unfinished, projects lying around.<\/p>\n <div id=\"attachment_27101\" style=\"width: 310px\" class=\"wp-caption alignnone\"><img class=\"size-medium wp-image-27101\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/journal_bad_pixels-300x224.png\" alt=\"journal_bad_pixels\" width=\"300\" height=\"224\" \/><p class=\"wp-caption-text\">Early version<\/p><\/div>\n <p>Working within the competition time constraint was frankly liberating! My ability to throw something together in the most slapdash fashion with a &#8220;That&#8217;s good enough; I&#8217;ll do it properly if I have time at the end&#8221; was great. Although I did come back to redo a few things better on the second day, the changes were more to do with directly improving game-play rather than less tangible improvements (like improving the frames per second by 0.1 through excessive attempts at optimisation :P).<\/p>\n <p>The fact that I could get out a moderately playable version so quickly, then iterate towards the final product, was great. Well, that part isn&#8217;t so far away from my regular style, but I usually end up getting more involved with re-factoring during the iterations than actually adding new things, which slows apparent progress significantly and is thus demotivating.<\/p>\n <p><strong>Does Alpha Channel have a future?<\/strong><\/p>\n <p>After my testers and scorers had played my game and seemed to quite enjoy my game, as far as it went, I was seriously considering further development. I was actually surprised how much people liked it, to tell the truth. The thing is, with a bit more variety and polish, I think it would actually make a decent casual browser game. The problem is that Alpha Channel is not a browser game and I don&#8217;t have a lot of interest in learning how to re-make it as one.<\/p>\n <div id=\"attachment_27104\" style=\"width: 167px\" class=\"wp-caption alignnone\"><img class=\"size-full wp-image-27104\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/journal_death.png\" alt=\"journal_death\" width=\"157\" height=\"117\" \/><p class=\"wp-caption-text\">Death of a pixel<\/p><\/div>\n <p>So, I think I failed a little. In trying to make the game and its mechanics simple (though, I hope, elegant), so that I could largely complete it in the time frame, I sort of missed the opportunity to start making a game with depth, even if I barely managed to scratch the surface of its potential in the 48 hours. Only this sort of more involved game, I think, can have potential outside the browser environment.<\/p>\n <p><strong>Where the graphics stylish or lazy?<\/strong><\/p>\n <p><strong> <\/strong><\/p>\n <div id=\"attachment_26935\" style=\"width: 310px\" class=\"wp-caption alignnone\"><img class=\"size-medium wp-image-26935\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/alpha_channel_linux_v1.1-300x233.png\" alt=\"Final graphics\" width=\"300\" height=\"233\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/alpha_channel_linux_v1.1-300x233.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/alpha_channel_linux_v1.1-550x428.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/alpha_channel_linux_v1.1.png 650w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><p class=\"wp-caption-text\">Final graphics<\/p><\/div>\n <p>Weeeell, that is a difficult question! As I mentioned in my journal, I had originally intended to use a pixellated graphical style, but instead grew attached to the place-holder block graphics and developed that style instead, changing the original concept (wizard and monsters) to one that fitted with the style I&#8217;d developed (pixel wars). The background score\/level indicators, although most people felt they would be distracting before actually playing, just add to the feeling of being <em>inside <\/em>a computer screen and, since they barely change except in the top right hand corner, weren&#8217;t visually disruptive.<\/p>\n <p>I think the basic idea of going for bold colours and blocks worked to a large degree. It also allowed me to give feedback on health (via alpha channel) and energy (via blue channel) quite elegantly. I do think, however, that I could have made more effort with particles and perhaps other special effects, necessary to liven up what was otherwise a rather flat display.<\/p>\n <p>I&#8217;m honestly hoping that <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-18\/?action=rate&amp;uid=785\">Lair of Fungal Wonder<\/a> has inspired me to really put some real visual flair into my next game! I&#8217;d be using pastels rather than watercolours, but the idea would be the same.<\/p>\n <p><strong>What would you do differently in the next Ludum Dare?<\/strong><\/p>\n <p>Although I am not at all sure that Alpha Channel is really worth continued development effort, I like it! I really enjoyed making it and people actually enjoyed playing it, so it definitely was a success in a lot of ways.<\/p>\n <p>I don&#8217;t know that I&#8217;d have enjoyed making a barely playable game that was complex enough to have a lot of potential, so I&#8217;m not sure I would want to try that tack in future competitions. Admittedly, with experience of LD now under my belt, I probably wouldn&#8217;t have to aim so low as I did. I&#8217;d also want to learn a few of the facets of the libraries I was using that I realised I wanted to use, but knew I didn&#8217;t have time to learn or wanted to risk not being able to get working (specifically on-line high scores &amp; hooking up a proper physics engine). I&#8217;ve already started committing some improvements to libraries I&#8217;ve used (and will use) if only so I&#8217;m better prepared and less likely to find bugs when I&#8217;m in the next competition!<\/p>\n <p>The biggest thing I&#8217;d do differently is to improve the interface. A simple title screen and\/or some nice instructions pages would have made a big difference (I had an instructions page, but it was just one big page with tiny writing; should ideally have been a couple of pages with large text and illustrations of how to play). I needn&#8217;t have spent much time at the end on something like that to make the game a lot more pleasant to use, considering that game-play wasn&#8217;t immediately obvious. However, having made a <a href=\"http:\/\/www.youtube.com\/watch?v=CmTGW4jAd_M\">game-play video<\/a> and the fact that the game was pretty simple once you got the hang of it, I don&#8217;t think I was crippled by lacking decent instructions in this instance.<\/p>\n <p><strong>Your Opinions?<\/strong><\/p>\n <p>If you&#8217;ve got this far through the wall of text, you must have something to say about <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-18\/?action=preview&amp;uid=2552\">Alpha Channel<\/a>!<\/p>","time":"August 28th, 2010 4:24 am","title":"De-constructing Alpha Channel"}