Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #LD48 | #ludumdare on irc.afternet.org (Info)

Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 4 days, 17 hours, 52 minutes, 40 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 4 days, 17 hours, 52 minutes, 41 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    The hindsight

    Posted by
    December 14th, 2009 5:03 am

    hindsight2I just woke up and was able to play through my game. Here are a few things which went wrong:

    • I spent too much time on enemy variants. I should have gone for more variants of the terrain tiles instead, to make the exploration more fun. Terrain tiles are faster to draw since they don’t rotate. A snow area and desert area could have been cool.
    • The title/splash screen has a very flat landscape. I didn’t add any shadows or foggy background mountains.
    • I could have avoided combat altogether and focused on stealth exploration, sneaking by and grabbing the loot. It’s difficult to do a satisfying combat system in just a few hours. I had no time to make fun AI either.
    • The game gets too easy mid-end. I didn’t have time to play through it even once. Anyways, this means that it’s mostly laborsome to find the last treasures.
    • I should have made a few sounds. Without sound, one feels detached from the game. It’s harder to understand what is going on (especially taking hits in combat). Music adds atmosphere too, of course. I had an idea where the tile map drawing routine would generate ambient sounds.
    • I flipped two of the squid frames wrong. I didn’t notice because I had put most of them in a maze with high walls.
    • The main character looks like it is ice skating because of the scroll focus, but drawing 2 walk frames * 4 angles * 2 stances would have been too much work for me. I suppose it would’ve been less of a problem in a game where you move less.
    • Speaking of which, tapping the movement buttons is straining on the hand after a while.
    • Str(ength) should have been Att(ack) in the sidebar. I was thinking of drawing a background for the sidebar, but had no time left. The treasure were supposed to do things, but I didn’t have time for that either.
    • If Health = 0 Then FGameOver() … I guess this made sense at some point, but it doesn’t in the current version. I’m generally careful and put less than checks in because I know I might change stuff around or lose control of value ranges.
    • It would’ve been simple to couple the stats-up mechanic with the player’s current def/att mode, giving the player a bit of a choice for stats development.

    Leave a Reply

    You must be logged in to post a comment.


    All posts, images, and comments are owned by their creators.

    [cache: storing page]