{"author_name":"Jonathan Whiting","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282629720,"likes":0,"metadata":{"p_key":"69268","p_author":"Jonathan Whiting","p_authorkey":"527","p_urlkey":"105071","p_title":"The Aftermath","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282629720","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"527","us_name":"Jonathan Whiting","us_username":"mrpiglet","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Well, after somehow getting through Monday without actually falling asleep at my desk or something, it feels like the time is write for a bit of a general LD18 retrospective.<\/p>\n <p>First off I want to say a huge thanks to everyone for making it such a huge and brilliant event.  I had a really great time.  This goes double for PoV, who made it run so smoothly despite being too busy to actually enter; and to the crowd in #ludumdare that made sitting in a room on my own for two days a far less antisocial way to spend my time than you might expect.<\/p>\n <p>Speaking of sitting in a room on my own for two days..  <a href=\"http:\/\/www.youtube.com\/watch?v=R0ZjL0Gm63g\">Here&#8217;s a video<\/a> of me doing just that.  Apparently I fidget a lot.<\/p>\n <p>Right, Post Mortem Time. I&#8217;ll put it behind the break so I don&#8217;t need to worry about spoilers.  Or in other words, if you haven&#8217;t played my game yet, <a href=\"http:\/\/jonathanwhiting.com\/ld\/18\/collateral.html\">try it now<\/a>  \ud83d\ude00<\/p>\n <p><span id=\"more-26925\"><\/span><\/p>\n <p>During voting Enemies and Weapons was just about the only theme that I really didn&#8217;t fancy making a game for.  Typically I try to make non-violent games, less for any moral reason, and more because they&#8217;ve been done before in so many different (and sometimes excellent) varieties.  I was distinctly un-impressed when I woke up (at 5am!) on Saturday, and blinked blearily at the theme.<\/p>\n <p>Given my initial reaction I was surprised to find a game idea I liked relatively quickly.  I started off trying to find ways of putting a non-violent spin on the theme.  I couldn&#8217;t find a metaphor that fit well enough, and I liked, so the non-literal approach wasn&#8217;t going to work.  I then came up with the idea of a game in which the enemies are weapons and you desperately wish they weren&#8217;t.  The prase &#8220;reluctant pacifist&#8221; stuck, but from early on I had this quite strong vision of a stereotypical game-y beefcake soldier, who is trying (and largely failing) to prevent his actions from destroying a (comparatively) innocent army.<\/p>\n <p>The game ended up being a bit more violent than I&#8217;d initially planned, but the comedic bouncing of the enemies made that entirely worthwhile.  I think\/hope that, when played the pacifist way I captured a certain amount of that initial concept.<\/p>\n <p><strong>What went right:<\/strong><\/p>\n <li>Pacing\/Scope: In LD17 I had a huge grand idea, that I ended up having to cut waaay back just so that I could finish in time.  I&#8217;d still spent so much time and effort designing levels that I wasn&#8217;t able to polish things half as much as I&#8217;d have liked.  This time it went a lot better, by limiting myself to a small game world, and a consice set of mechanics, I could concentrate on getting the interaction spot on.  By Sunday afternoon I was firmly into polish polish polish territory, which is how I managed to find the time to do all the little bits required to make it a proper game, not a prototype.  There was no final hour dash, which I&#8217;m incredibly grateful for.<\/li>\n <li>Shooting Mechanics:<\/li>\n <p> These were to an extent a happy accident, originally I was going to go forth and just stick some regular shooter bullet spray fighting mechanics in, but, lead initially by the crouch-to-fire animations I put in I came up with something a lot more medative, and mechanically deep.  I&#8217;ve stuck the game on newgrounds and kongregate, and this style hasn&#8217;t been winning all that many fans, but I don&#8217;t care, because *I* like it.<\/p>\n <li>Process:<\/li>\n <p> Over the last year or so I&#8217;ve been building up some real comfort and familiarity with a smallish set of tools, and now it&#8217;s really paying off in heaps.  The reason I managed to find so much time to work on bits of my game was that I didn&#8217;t have to spend a moment thinking &#8220;How do I do this?!&#8221;, I could just get on with doing it.<\/p>\n <li>Humour:<\/li>\n <p> It wasn&#8217;t a comic game until the first moment a dead enemy bounced about spinning wildly.  That moment was basically the core moment the final mood of the game was decided, and it&#8217;s a mood I don&#8217;t generally strive for; but that I&#8217;m really happy with.<\/p>\n <p><strong>What went wrong:<\/strong><\/p>\n <li>Under-sold and difficult mechanic:<\/li>\n <p> The biggest problem with the game from my perspective is that the &#8220;get hit by a bullet to &#8216;jump&#8217; higher&#8221; mechanic is too challenging to pick up from just observation.  It is also a bit too challenging to actually execute sucessfully.  A lot of people have quite reasonably been saying &#8220;You can&#8217;t get back up!&#8221;, and it&#8217;s something I really should have anticipated and dealt with.<\/p>\n <li>Vertical layout:<\/li>\n <p> Whilst I do like the idea of decending and re-ascending themeatically, combined with the previous mechanic it lead to a situation in which the difficulty spikes *massively* at the halfway point.  This is plain old fashioned bad design, at that moment the difficulty should be going down not up for a moment, but the level layout I chose made that a little unworkable.  Live and learn I guess.<\/p>\n <p>Anyway, I think this might have been a little bit epic.  Congratulations if you got through it all!<\/p>\n <p>Till next time o\/<br \/>\n Jonathan Whiting<\/p>","time":"August 24th, 2010 1:02 am","title":"The Aftermath"}