Ludum Dare 1 (24) – A Personal Post Mortem
So sends my first Ludum Dare!
Looking back on it now, the choice to compete was the best choice I could have made for my weekend. All last week I was working nights, spending most of the time doing nothing or conference calls with China, so I had some spare time. I decided to pick up Java gaming once again (for real real this time!), and venture forth. I started making an extendible tile-based game capable of being updated via the Internet, and made decent progress. Come Friday, though, I was burnt out on the process, and put my computer away for a day.
Saturday morning, I browsed Facebook and found an interesting entry – a friend was participating in Ludum Dare, a competition I had heard much about. I decided to give it a shot, and dove right in.
The topic was evolution, and like most people I focused on the mechanics of evolution – natural selection, mutation, reproduction – and started designing a game based around those principles. I began with a color-based turn-based strategy game, where you’d upgrade (evolve, I guess) your village to a town, then city, and compete with your neighbors for scarce resources. I continued with his game for much of Saturday, into the night, when I hit a wall. I hit a wall like a driver at 200 mph, and the destruction of my ideas was total. I found myself with nowhere to go with the game, bogged down in minutiae like UI programming. I tried to think of a different path, but quit. I also needed some dinner.
On the way back from dinner, I had a spark – why focus on mechanics at all? Why not focus on evolution as a whole? One idea led to another, and I was met with Just a Theory – a game about educational reform. In my game, you play a science teacher at a Texas school trying to retrieve pages from great scientific texts. The school boards have been on a crusade to remove this, and other ‘inappropriate’ material from the textbooks, so you need to get it back. The game would be in an overhead 2-D style, my favorite game style, with you running around, dodging teachers and school board members, interacting with students, and retrieving pages. The final product is here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=16532
As you can see, I did not meet all of my design goals – there are no students to interact with (in fact, the school is rather empty), and the hostile’s AI is horrible (to put it forgivingly). The game lacks challenge, is quite void of interaction, and a rather dull affair – and I couldn’t be more proud of it. This is the first time I have EVER completed a game, start to finish, and implemented a top-down scrolling system and rudimentary AI.
So what did I learn? To start with concrete examples, I learned how to implement a top-down scrolling system, a concept that had eluded me for some time. I am thrilled to see how my scrolling system worked (and work it did, with minor tweaks). I also learned how to implement a simple animation system as well as an AI decision-making system (a very simple one, and one frought with error and stupidity).
As for more abstract learning, I learned about planning and designing. I have a tendency to jump into my task with little heed for documentation, error-handling, or story design. When I find myself hip-deep in my own foul game-mess I lose concentration and will and inevitably end up giving in on the project. This taught me a valuable lesson in the benefits of even a simple hour-long planning session with a class diagram, simple storyboard, and some concept art to inspire you. I could have used this planning to find my final idea sooner in the process – I started Saturday afternoon (already many hours behind) and spent a few hours on a wasted project – putting me nearly 24 hours behind before I even really started. A well-planned process would have given me much more time to polish the AI, add sound, and fill the space a little bit in my game.
As it stands, though, I am extremely pleased with and proud of my work. It won’t be winning any awards for art or sound (unless you hear the sound in your head), but I like the creative idea and the execution of concepts previously unknown to me. Thanks Ludum Dare for this chance to take the next step in my game development development.

































