{"author_name":"Warboys","cat":"LD #34","comments":[{"author_name":"","time":"January 3, 2016 11:04 am","epoch":1451837040,"text":"Nice post-mortem, I enjoyed reading it.","spam":"N"}],"epoch":1451818440,"likes":3,"metadata":{"p_key":"9300","p_author":"Warboys","p_authorkey":"33962","p_urlkey":"44516","p_title":"Slum Runner\/LD 2015 Post Mortem","p_cat":"LD #34","p_event":"LD34","p_time":"1451818440","p_likes":"3","p_comments":"1","p_status":"UPD5","us_key":"33962","us_name":"Warboys","us_username":"warboys","event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>This is going to be a pretty dull post mortem because very little went wrong. Nonetheless, I did learn some stuff and I&#8217;ve not done a self-promo post that actually contributed anything yet so here goes!<\/p>\n <p>&nbsp;<\/p>\n <p style=\"text-align: center\"><strong>Play Slum Runner <a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-34\/?action=preview&amp;uid=33962\">here<\/a><\/strong><\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/ludum-dare-34\/?action=preview&amp;uid=33962\"><img class=\"aligncenter wp-image-530322 size-full\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/logo3.jpg\" alt=\"logo\" width=\"457\" height=\"272\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/logo3-300x179.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2015\/12\/logo3.jpg 457w\" sizes=\"(max-width: 457px) 100vw, 457px\" \/><\/a><\/p>\n <p style=\"text-align: center\"><b><i>I&#8217;ll rate you back and provide delicious feedback btw, so make sure to leave a comment!<\/i><\/b><\/p>\n <p>&nbsp;<\/p>\n <p>Now, onto the post-mortem&#8230;<\/p>\n <p>&nbsp;<\/p>\n <p><strong>What was my mission?<\/strong><\/p>\n <p>I&#8217;ve had a pretty tough year in 2015\u00a0for LD. The last game I felt that was reasonably successful was Silian Rail for the Entire Game on One Screen theme\u00a0(last December). I really felt I did a good job on that game, and it was easily the most complete and polished product I&#8217;ve made myself from start to finish. With that setting my standards much higher, I had raised the stakes impossibly high for the next few LDs. I was all like &#8220;I need to break the top 100!&#8221; and &#8220;I need to get a 4-star rating for fun!&#8221;.<\/p>\n <p>For Unconventional Weapon and You Are The Monster I was too ambitious, poor at planning, and making some pretty bad conceptual decisions that resulted in so much wasted time. Unconventional Weapon I didn&#8217;t submit. It wasn&#8217;t done. You Are The Monster I submitted, but it was critically buggy and I didn&#8217;t bother promoting it.<\/p>\n <p>This time my mission was to<strong>\u00a0<em>finish the core gameplay programming in 8 hours<\/em><\/strong>. Of course, as a solo dev I wanted to <em><strong>enter the Compo<\/strong><\/em>, but these were my only two missions.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>What went poorly?<\/strong><\/p>\n <p>I&#8217;ll start with the bad stuff because I think it&#8217;s clear that I failed my two mission requirements!<\/p>\n <p>My <strong><em>8-hour programming limit was more around 12 hours<\/em><\/strong>. Those 4 hours really mattered, as I could have probably made the Compo deadline using that time to craft all the levels I needed (I have 8 missions at the moment) or build the music. There aren&#8217;t really many lessons to learn here though. I worked flat out with no breaks at a breakneck pace (for me) and it just took longer than expected&#8230; so c&#8217;est la vie!<\/p>\n <p>I wanted to submit to the Compo but <em><strong>I needed an extra 72 hours for the Jam<\/strong><\/em>. Technically I could have released a much worse game for the Compo, \u00a0especially if I had those 4 extra hours, but I really enjoyed the concept and felt I had to do it justice and polish it up. The compo version would have had placeholder art, no music, and only 5 levels (with the first 2 basically being an easy tutorial). You can see it below as I made a &#8216;I failed&#8217; video about an hour before the Compo deadline.<\/p>\n <p style=\"text-align: center\">\n <p><iframe width=\"500\" height=\"375\" src=\"https:\/\/www.youtube.com\/embed\/IW6AHoeuYSQ?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n <p>&nbsp;<\/p>\n <p>My hacky game jam code was really pushed to the limits in this one.\u00a0<em><strong>E<\/strong><strong>ach level took\u00a0about an hour to build rather than the 10 minutes it should have.<\/strong><\/em><\/p>\n <p>How I usually build levels is by using Adobe Fireworks (sort of like Photoshop) to place all the buildings, characters, and UI with a lovely drag and drop experience. Then I can go to GameMaker and use the X\/Y coordinates from Fireworks to accurately place objects in the room using instance_create and all the draw calls. This was my first game using view ports and I just fucked something up. I&#8217;m not sure what it was, but basically there was a small, seemingly random, offset between the Fireworks XY locations and the GameMaker XY locations. This meant that every level I had to input the data for, then play through multiple times and manually adjust +\/- xy values one at a time to get things to line up. ARGH!<\/p>\n <p>&nbsp;<\/p>\n <p>&nbsp;<\/p>\n <p><strong>What went well?<\/strong><\/p>\n <p>What I found really interesting about this project was that <em><strong>I had zero hurdles<\/strong><\/em>. For the first time ever there were no critical bugs that wasted hours of my time, there was nothing I had to really learn to do during the jam, so I had zero resistance to content with.<\/p>\n <p>Using the <em><strong>extra 24 hours from the Jam<\/strong><\/em> was also surprisingly satisfying. I was bitterly disappointed that I couldn&#8217;t submit to the compo.. I mean, that&#8217;s the REAL Ludum Dare and I&#8217;m still a solo guy making all the assets so I feel I&#8217;m at\u00a0a big disadvantage compared to jamming teams without all the rule limitations. Nonetheless, the final product is <em>so much better<\/em>\u00a0because of that extra 24 hours. Those 24 hours were pure polish and content creation. They were relaxing, they were stress free, and therefore I\u00a0could be much more creative. The quality of my final levels, the quality of the writing, as well as the quality of the music, is much higher because I wasn&#8217;t super stressed about hitting the deadline. Also I don&#8217;t hate my own game, which is what always happens to me when I try to power out a compo submission!<\/p>\n <p>I can&#8217;t be very creative under massive pressure, so this was probably the key to Slum Runner&#8217;s success.<\/p>\n <p>&nbsp;<\/p>\n <p><img class=\"size-large wp-image-531219 aligncenter\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/01\/in-game-550x413.jpg\" alt=\"in-game\" width=\"550\" height=\"413\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/01\/in-game-300x225.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/01\/in-game-550x413.jpg 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/01\/in-game.jpg 1024w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/p>\n <p>&nbsp;<\/p>\n <p><strong>What did I learn?<\/strong><\/p>\n <p>For the hacky jam code level creation,\u00a0I feel that if I&#8217;d have <em><strong>been a bit bolder<\/strong><\/em>\u00a0and had taken a risk refactoring the way the level content was input, I could have saved a ton of time creating levels. This might have allowed me to polish up the art and add some sound to submit for the compo. However, I think it might have been a make-or-break decision. If I spent an hour or two trying to figure out the problem I might have lost all motivation to finish the game at all. This leads to my next lesson&#8230;<\/p>\n <p><em><strong>Avoiding all possible stress<\/strong><\/em> was really nice. I&#8217;ve never had a jam go so smoothly. I think because I was rushing as fast as I could, with crappy hacky code, and a relatively simple game&#8230; I never hit a hurdle that would typically demotivate me and reduce my productivity. Playing it safe was probably a very productive idea, despite each level taking me 6x as long to input.<\/p>\n <p>I&#8217;m really <em><strong>finding out what my limits are for Ludum Dare<\/strong><\/em>, which is great. I know I&#8217;m a terrible programmer and artist, I worked as hard as I could for the entire 72 hour period. I know\u00a0that for this particular concept, there&#8217;s nothing more I could have done personally to make it better. Any improvements 100% required more time or more skill. I think that&#8217;s a really nice thing to think about. For the next Ludum Dare I can now focus on one of two things; improving my skill level, or finding a concept with more potential.<\/p>\n <p>I suppose the high level behaviour I&#8217;ve learned from the final LD of 2015 is that <em><strong>I really shouldn&#8217;t care so much<\/strong><\/em>. I put way too much pressure on myself and the final result. It&#8217;s a competition with no prize that&#8217;s supposed to be about a final product you can be proud of. I learnt this time that when I just give up caring about where I place in the rankings, whether I hit the compo deadline over the jam, and whether I create something super revolutionary&#8230; I can work much better, much faster, and have a much higher quality end result.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>The Future<\/strong><\/p>\n <p>What I like about Slum Runner is that it feels pretty much complete. I have a feature already built that I just didn&#8217;t have time to build levels for, so I could go back and do that&#8230; but overall it does what it says on the tin and it&#8217;s a nice little holistic\u00a0experience. I usually feel super guilty about not going back to Game Jam games and improving\/building on them, but I&#8217;m ok with that here.<\/p>\n <p>If I get a ton of good feedback then maybe I&#8217;ll reconsider, but for now I&#8217;ll see what the results are tomorrow (or is it the day after?) and probably work on my larger side-project that I&#8217;ve been putting off for the whole holiday period \ud83d\ude09<\/p>\n <p>&nbsp;<\/p>\n <p>Thanks for reading and lemme know what you think about the game!<\/p>","time":"January 3rd, 2016 5:54 am","title":"Slum Runner\/LD 2015 Post Mortem"}