My name is Nathan Hicks (Programmer) with Apostate Games - Jason Varnell (Artist)and I did the game Plutus as our #ldjam38 submission. Please check out the game here: https://ldjam.com/events/ludum-dare/38/plutus
Since we wanted to focus on getting the game done in time with all planned features we stayed away from doing a devlog throughout the weekend so over the next few days we will be posting day by day recaps from start to finish of all the progress, decisions made, and even problems we ran into or things we had to cut from the final entry. If you have any questions please post them in the comments! :smile:
Day 1: https://ldjam.com/events/ludum-dare/38/plutus/plutus-dev-blog-ldjam-recap-day-1
Day 2: https://ldjam.com/events/ludum-dare/38/plutus/plutus-dev-blog-ldjam-recap-day-2
Day 3: https://ldjam.com/events/ludum-dare/38/plutus/plutus-dev-blog-ldjam-recap-day-3
Day 4 - Monday - FINAL DAY
With no sleep I was able to hammer out ALL of the bugs that popped up and began realizing we wouldn't be able to do any of the extra stuff we wanted to. I quickly found some public domain Music and SFX from the Sonnis packs. We decided on a excerpt from a PD classical composition by Dvorak - A New World since the idea fits the theme and at the same time is a spoof of star wars. So quickly got the text to scroll similar to star wars. THEN another bug - we didn't realize the engine would not include the installation of our custom PD font we picked out for some of the pop ups. Luckily we had gone ahead and made all the buttons image files instead of text but began tweaking some of the text files to be images after that. Some of the text will still return to a default font on most computers, not the intended font unless you have it installed (its called "PC Senior" if you want to download it). But then also typed up a quick outro text for the success event of destroying ALL planets).
With most everything working well (as far as we knew at the time) I began implementing the rest of the graphics Jason had made for the planets. All of which were done JUST in time to allow us some building and testing.
Towards a few hours to the deadline we were coming up on the home stretch and got EVERYTHING in we had wanted minus the extra stuff if we had time. However, some last minute decisions were made to make the world feel more populated and of course we later found this to be an issue and broke a few things after we entered our submission (amidst the site being up and down)...and unfortunately some of those bugs were GAME BREAKING.
I continued on into about midnight to 2am after the submission deadline to fix and remove some of these last minute implementations that made it game breaking. Basically what happened was the number of objects allowed in the world was TOO high and we added TOO many objects causing the game to slow down to non-playability as more things spawned. So this was immediately fixed. With fixing that it also broke the scaling down limitations to where objects would stop shrinking to a certain size and they would keep going to become not visible which also broke the game. With all that fixed we had reached our completed state by around 1 or 2 am Tuesday.
We did still end up with a few glitches we are aware of but since they weren't game breaking or affected gameplay much if at all we decided to leave them be out of fairness but will go back and fix them when voting is over. The few remaining bugs to our knowledge are: Thruster and shield graphics (when active) get knocked out of alignment when hitting large things or wrapping around the play area. The indicator arrow that is supposed to point you to the next planet you are able to destroy but does not always point to one you can destroy even sometimes. The sun collision box stays the same as it shrinks but entering to far into its glow can kill you so avoid the glow once you see it. Some planets hit boxes get wonky from time to time too and sometimes the power-ups become a one time use per playthrough. And the biggest thing we will be changing later will be the scaling and consumption values - some small objects when starting LOOK like you can consume them but you can't until you grow just a bit more and of course the biggest complaint and feedback we've gotten is the controls need some tweaking as well and we will definitely revisit that. Will definitely also be returning to Katamari for research lol.
So...what did we learn from this gamejam?
- Get plenty of Sleep
- Don't plan on adding little "extras" - start small and then if there's time come up with more stuff
- Allow ample time for testing before submitting - ESPECIALLY if there are any last minute additions
- Getting a music and sfx team member is a good idea
- A fully functional website would also help LOL jk :stuckouttonguewinkingeye: we do really look forward to all the exciting new features and interfaces that will be added...love seeing this jam grow every year!
We will be doing a full postmortem sometime this week on "Plutus" - especially once we get feedback from some of the judging and comments. Again if you would like to go check it out and please vote that would be greatly appreciated:
https://ldjam.com/events/ludum-dare/38/plutus
And feel free to comment a link to your game submission and we will go rate and comment with some feedback on yours as well! :smile:
Hoped this helped any other jammers looking for other peoples approaches and day by day recaps. There is much we would like to fix, build on and add to make it a final product so if you have any suggestions please leave them below! :smile:
Also if you get some free time and want to take a break from playing and voting on the 3000 games please check out our other game we currently have on steam greenlight and tell us what you think!
http://steamcommunity.com/sharedfiles/filedetails/?id=872678368
Also follow us on social media and our website for future games and updates:
- http://www.apostategames.com/
- https://www.facebook.com/apostategames/
- https://twitter.com/apostate_games