{"author_name":"lokijki","cat":"LD #14 - Advancing Wall of Doom - 2009","comments":[],"epoch":1240419120,"likes":1,"metadata":{"p_key":"73315","p_author":"lokijki","p_authorkey":"772","p_urlkey":"109137","p_title":"Wallcraft Postmortem","p_cat":"LD #14 - Advancing Wall of Doom - 2009","p_event":"LD14","p_time":"1240419120","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"772","us_name":"lokijki","us_username":"lokijki","event_start":"1239926400","event_key":"90","event_name":"LD14"},"text":"<p>This is my first LD so I don&#8217;t have anything to compare to, but I actually think overall I did pretty well. I&#8217;m not sure I can say what I did write and what I did wrong, being new to the compitition and game developement in general, but I can say what I did at least.<\/p>\n <p><strong>Ideas<\/strong><\/p>\n <p>I didn&#8217;t really have much trouble coming up with an idea. My first thought was to make the game incredibly happy looking (flowers, smiley faces, etc.) and then have a freakish wall of death, but it relied on graphics and I had no thoughts for game play to back it up. Really, it seemed you could either take the theme literally and make a wall of doom chasing you, or you could interpret it to make some sort of art game.<\/p>\n <p>I chose to just make a wall of doom. I didn&#8217;t really think of the game play mechanics at first, just started making the player graphic. I guess I did that wrong, but I just wanted to start coding and see what I&#8217;d end up with. The final version ended up pretty well balanced, I think, but so many things could have gone wrong to ruin it entirely.<\/p>\n <p><strong>Code<\/strong><\/p>\n <p>Using Construct made the coding pretty easy for someone as new to game developement as me, although I do hope to enter LD some day using &#8220;real&#8221; code. The game required a lot of things I&#8217;d never done before. The player remained in the center of the screen the entire time and the ground went on for ever, so instead of programming the player to move I moved everything into a family that moved when the arrow keys were pressed. I started making animations for the ground to move, but it didn&#8217;t look to great and skipped when you stopped or changed directions. I ended up scrapping the animations and applying a warp behavior to the ground so it would scroll endlessly, which looked much smoother but did have some slight tearing issues but not a major problem.<\/p>\n <p>The main thing I had trouble with was spawning buildings and enemies randomly, and I never entirely got all the bugs out, but it worked pretty well in the end. The main issue was buildings overlapping each other, and I never entirely fixed it. Enemy AI was easy until I found some game breaking glitches in my code I couldn&#8217;t fix. I ended up just skipping it and comming back later, but I did find a solution.\u00a0<\/p>\n <p>Overall it went pretty well, there were a few stressful moments where the game seemed to destroy itself and I wanted to give up but nothing to major.<\/p>\n <p><strong>Sound<\/strong><\/p>\n <p>The sound might have been the easiest part of the game. I used sfxr for all the sound effects and Musagi (along with a tutorial) to make the music. I&#8217;ve had complaints on the music being repetitive, due to the fact that I&#8217;ve never made music before so I just looped the 30 seconds I had throughout the entire game. And thats pretty much it for sound.<\/p>\n <p><strong>Graphics<\/strong><\/p>\n <p>Graphics were easy to, as I just made a sprite whenever I needed one. I decided to keep everything simple because a) Complicated art takes time and for me wouldn&#8217;t even end up looking to good and b) (basically the reverse of a) Simple art can be made quickly and often ends up very eye pleasing. Most of the graphics I made at the begining of development, except for the helicoptor blob, which I threw in at the end to varry the game a bit. Only complaint anyones had with the graphics so far is that the magic looks like blue sperm.<\/p>\n <p><strong>Conclusion<\/strong><\/p>\n <p>I&#8217;ve been very pleased with the feedback from people in LD14 and from others I&#8217;ve showed the game to. We&#8217;ve been having competitions in my web design class to get the high score (currently at 6000 something) and its ended with some pretty awkward quotes, to (&#8220;I had mad money but I couldn&#8217;t find a dude castle.&#8221;). I went ahead and fixed some of the problems people had with it and updated the game post LD. One complaint was that the game isn&#8217;t varried enough, to which I have no excuse. I finished the game around 4:00 on Sunday (I think) and uploaded the final version. I had plenty of time to add some more features, but I guess I was just to burnt out. I worked almost nonstop on the game, and the break I had on Saturday was to go outside on a hot day and shovel mulch for two hours. But overall I&#8217;m happy with it. I actually managed to take everything I had in my idea and work it into the game, and it worked out pretty nicely. The game is far from perfect, but I&#8217;m fine with it.<\/p>","time":"April 22nd, 2009 11:52 am","title":"Wallcraft Postmortem"}