Sensory Post-Mortem Part 1:
Starting off, a quick pitch, Sensory is a game in which you must choose which sensors to power in order to make it through an environment without running out of power or taking too much damage. If you have not done so, I recommend playing the game first before proceeding with this post as discovery is a significant portion of the game.
Link to the game: https://ldjam.com/events/ludum-dare/39/sensory
This is my 4th ludum dare attempt and 3rd submission, and I’m quite happy with how this entry has turned out. I’m going to make a quick post to discuss some stuff that I feel like I did differently this time that improved the quality of my game with the next post being over some of the design decisions I made. Splitting this into two posts to avoid a giant wall of text.


Applying lessons learned from previous Ludum Dare participations:
First off, my number one issue for short time period projects is that I always over design them. I tend to try and write every component in a way that will be versatile, reusable, and extendable. This time, within reason, I forced myself to throw out that methodology and focus on getting to do the thing I set out to do. For example, the radar/sonar effect in the game could be implemented in a lot of ways, but I went with a quick and dirty method of having a preset 8 float4’s passed into the shader for the world geometry. They are initialized to something very far away and moved to a location upon use. Probably not the way I’d do this if I were making a full game, but it was quick and easy to implement.
In a similar fashion, I broke my design into tiers where stopping at any tier could be a full game. My design has three obvious tiers in this case, the three sensors used in the game. I started with just the sonar effect, designed a couple of levels that could be played and beaten with it, then moved to the infrared/heat sensor, and then to the sound sensor. I have more designs stacked up behind those, but I made it to my self-imposed cut off for new features and this is where I was. I then designed two final levels that incorporated all of the sensors and that was it for the bulk of the content.
Lastly, I knew I was entering the jam, it’s my personal preference for Ludum Dare, so I left the entirety of Sunday night and Monday morning to playtesting, sending out versions to all of my friends and letting my coworkers try it. This gave me a lot of good feedback to make adjustments and it really helped the feel and communications of the game mechanics.
Next post will be about the coming up with the idea of the mechanics and how I iterated on the design.
For those interested the tools I used were: - Engine: https://unity3d.com/ - Level Design: http://sabrecsg.com/ - Audio Editing: http://www.audacityteam.org/ - Graphics/Editing: https://www.getpaint.net/


