{"assets":[],"author_link":"author\/philhassey\/","author_name":"philhassey","cat":"LD #10 - Chain Reaction - 2007","categories":["LD #10 - Chain Reaction - 2007"],"comments":[],"epoch":1198142580,"event":"LD10","likes":0,"metadata":{"p_key":"75926","p_author":"philhassey","p_authorkey":"0","p_urlkey":"283602","p_title":"CAVES OF INSANITY \u2013 Post-mortem","p_cat":"LD #10 - Chain Reaction - 2007","p_event":"LD10","p_time":"1198142580","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1197590400","event_key":"88","event_name":"LD10"},"source_url":"2007\/12\/20\/caves-of-insanity-post-mortem\/","text":"<p>Well, not much to say about this entry \u2026 I used pygame which was a good choice as usual.\u00a0 I broke my level into MVC components, which really didn\u2019t matter much, but it was interesting to do.\u00a0 (I\u2019ve usually done my games as just a single blob.)\u00a0 It didn\u2019t take any more or less time to do, so I guess I might as well do it, since it makes enhancing a game that much easier.\u00a0 (Galcon is just one big blob and it\u2019s somewhat painful to work with sometimes.)<\/p>\n<p>The gameplay was the first okay idea I had.\u00a0 I think half the fun is not playing the game, but messing around with making a million fuses go.\u00a0 Originally I had it so you could set up your fuses and then light them yourself, but the gameplay seemed pretty slow.\u00a0 I made the fuse auto-light to give it a more arcade feel, which I think worked.\u00a0 However, the gameplay isn\u2019t really \u201cgreat\u201d but I think it\u2019s passable.<\/p>\n<p>I had most of my fun drawing the backgrounds for the game.\u00a0 I figured since the gameplay wasn\u2019t the strong point I\u2019d go for broke on art.\u00a0 However, I\u2019ve been in a bad mood about python+C integration the last few weeks so I didn\u2019t feel like writing a particle engine in C, so my explosions ended up being really sorry.\u00a0 I wish I understood blender so I could render stuff with that, but I don\u2019t use it often enough to retain memory of how to use such a crazy interface.<\/p>\n<p>My sound is usually a pretty strong point.\u00a0 This time it was a bit weak, I just cranked out a chord progression.\u00a0 I had some intentions of adding in a viola track over that, but didn\u2019t feel like it.\u00a0 The sfx were made with SFXr of course.\u00a0 Really cool tool!\u00a0 It saved me the bother of recording my handmade effects, which since I was feeling lazy was good.\u00a0 I prefer to make my own, but it was nice not to have to this time.<\/p>\n<p>Anyway, that\u2019s about it.\u00a0 Hope you had fun with the game.<\/p>\n<p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a><\/p>","time":"December 20th, 2007 9:23 am","title":"CAVES OF INSANITY \u2013 Post-mortem"}