{"author_name":"lexaloffle","cat":"LD #10 - Chain Reaction - 2007","comments":[{"author_name":"Papper","time":"December 20, 2007 8:19 am","epoch":1198156740,"text":"I really hope you making something more out of this, I think the idea and setting was great <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/>","spam":"N"}],"epoch":1198142760,"likes":0,"metadata":{"p_key":"75434","p_author":"lexaloffle","p_authorkey":"156","p_urlkey":"111266","p_title":"Mr. Splode Post Mortem","p_cat":"LD #10 - Chain Reaction - 2007","p_event":"LD10","p_time":"1198142760","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"156","us_name":"lexaloffle","us_username":"lexaloffle","event_start":"1197590400","event_key":"88","event_name":"LD10"},"text":"<p>    ok, so maybe I&#8217;m a bit late to the party, but here&#8217;s a quick post mortem for <a href=\"http:\/\/www.ludumdare.com\/compo\/2007\/12\/16\/mr-splode-final\/\" title=\"Mr. Splode Final\">my ld10 entry<\/a>. I had limited internet access for this one, and missed being able to hang out on IRC and see what everyone was up to as things progressed, but it&#8217;s been great reading the blog posts retrospectively.<\/p>\n <p>:: <strong>Design<\/strong><\/p>\n <p>The compo started at 4pm Saturday for me (New Zealand). I got home around 6pm, completely not intending to enter, but when I saw the theme was chain reactions I caved. I spent most of Saturday evening thinking about game ideas. The main contenders were:<\/p>\n <ul>\n <li>a 2 player board game with tiles which keep changing colour until the board reaches a stable state.<\/li>\n <\/ul>\n <ul>\n <li> a dominos bowling game with many many pins standing all over the place.<\/li>\n <\/ul>\n <ul>\n <li> a platform game with lots of crates full of fireworks.<\/li>\n <\/ul>\n <p>The last one was by far the easiest to visualise, and to know that somehow it would turn out to be fun without oo much messing around. And when I saw that Dr. Petter didn&#8217;t have platformers covered for once, it was a no-brainer. :p<br \/>\n :: <strong>Tools<\/strong><\/p>\n <p>This is my 4th entry, and I&#8217;ve used the same tools each time:<br \/>\n sdl, sdl-mixer, bcc55, mspaint, gimp. Also this time, sfxr.<\/p>\n <p>:: <strong>Implementation<\/strong><\/p>\n <p>The first step is always to get a black screen which responds to keypresses. I hate that part. I cheated a little this time, by copying snippets of code out of a past entry (sprout) to get the sdl initialisation and keypress code working. Knowing I did this is a tiny lead weight which my soul will carry forever.<\/p>\n <p>Next up was running around a test map. I love this part. It doesn&#8217;t take much to get a guy running around 2d blocky landscape, but it&#8217;s instantly satisfying to start leaping around and exploring the limits of the world. I spent a lot of time tweaking the physics until it had a good feel to it.<\/p>\n <p>The whole time I was doing this, I was imagining how the fireworks might work. I knew how the sparklers and rockets would be, and they took very little time to draw and code. The roman candles I wasn&#8217;t so sure about, and I ended up spending 5x as much time on them. Writing code and drawing gfx doesn&#8217;t seem to be the bottleneck &#8212; it&#8217;s just deciding exactly how things should look and behave.<\/p>\n <p>I had just moved back from overseas when I did this compo, and in the midst of daylight savings confusion and lack of internet connectivity, thought I was finishing at 3pm instead of 4. I realised my mistake quite close to finishing, and was very happy to have the extra hour. I didn&#8217;t leave enough time for the vital task of designing maps, but was still able to try out what I imagined to be the defining moment of the game &#8211; being chased down a corridor of exploding crates.<\/p>\n <p>I did the sound in about 5 minutes with sfxr. I would formally like to donate my audio points to Dr. Petter for that one. I just grabbed the first 5 randomised explosion sounds that came out.<\/p>\n <p>:: <strong>What Went Right<\/strong><\/p>\n <ul>\n <li>Not using placeholder graphics. They have a weird way of finding their way into the finished game.<\/li>\n <\/ul>\n <ul>\n <li> Being familiar with the tools. I could concentrate on designing stuff rather than fighting with technical issues.<\/li>\n <\/ul>\n <ul>\n <li>Making sure of the design before getting deep into implementation. I didn&#8217;t end up spending much time reworking code or graphics.<\/li>\n <\/ul>\n <p>:: <strong>What Went Wrong<\/strong><\/p>\n <ul>\n <li>Bad time distribution. Even 30 more minutes working on level design would have improved the game a lot.<\/li>\n <\/ul>\n <ul>\n <li>Not budgeting time for details. Little things like a nice txt file to go with the game, windowed mode support, hardly take any time but would have been worthwhile.<\/li>\n <\/ul>\n <p>:: <strong>The Fucha<\/strong><br \/>\n The problem with making 48h games is that I alway want to spend more time brushing up my entry and re-releasing it. Splode is no exception &#8212; I&#8217;m thinking to make a nicer 10-level arcadey version with online scores and recording at some stage. I&#8217;ll post here when it happens.<\/p>","time":"December 20th, 2007 4:26 am","title":"Mr. Splode Post Mortem"}