{"author_name":"Notch","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282518240,"likes":2,"metadata":{"p_key":"69387","p_author":"Notch","p_authorkey":"398","p_urlkey":"105190","p_title":"Metagun timelapse and post mortem","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282518240","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"398","us_name":"Notch","us_username":"notch","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>First of all, here&#8217;s the timelapse:<a href=\"http:\/\/www.youtube.com\/watch?v=ZV-AFnCkRLY\"> Making Metagun timelapse<\/a><\/p>\n <p>This LD was timed extremely well for me, hitting one of the few free weekends I have these days.<br \/>\n During the voting rounds, I hoped for Skyscrapers, so I could do a life-in-the-city simulation that I&#8217;ve been wanting to do for quite some time. Of course, it didn&#8217;t win, but instead the somewhat hard to work with &#8220;Enemies as Weapons&#8221; won. Because the theme gets announced at like 4 am my time, I was asleep when it got announced, but I managed to wake myself up at about 5 am to see what it was. I stayed up for a couple of hours, thinking about what kind of game I could make, but couldn&#8217;t think of anything interesting.<\/p>\n <p>So I got some more sleep. When I got up, I almost felt like giving up. There just wasn&#8217;t anything interesting I could do with the theme. But since I had promised people I&#8217;d livestream it, I eventually got online and started brainstorming. Not long thereafter, I got the idea of having a gun that shot other people who shot back at the player. I figured it&#8217;d make for an interesting platformer mechanic if you yourself were responsible for the dangers in the level.<\/p>\n <p>And strangely, after that, I never ran into any real problems. I implemented some basic physics and rendering framework, then added some graphics, and got started on level design pretty early. I added new features to the game as the levels demanded it, which both meant that new features would get introduced gradually, but also that I didn&#8217;t waste any time implementing stuff that never got used.<br \/>\n I felt relatively finished with the game when there was about six hours left, so I spent a few hours just polishing it and adding some fluff features like an ingame credits list and such.<\/p>\n <p>I think I got a bit lucky this time around by finding an idea that fit my style pretty well, but I also felt some experience from old Ludum Dares help me guess how long certain features would take to implement.<\/p>\n <p>What went right:<br \/>\n Almost everything went surprisingly well! I had a great flow this time.<\/p>\n <p>What could&#8217;ve been improved:<br \/>\n As usual there is no music. But worse, the jumping still feels a bit off. I should&#8217;ve spent more time early on to really nail it.<\/p>","time":"August 22nd, 2010 6:04 pm","title":"Metagun timelapse and post mortem"}