Post mortem: Paper Dream
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7984
My first time trying LD and it was a great learning experience as well as being fun and creative! It was kinda cool to just sporadically start programming random things with no base code (although the source code is a minefield of awfulness) and getting to draw whatever I really felt like – setting it as a dream gave me some artistic license with things, for example you don’t usually get whales in space (or oceans in space for that matter).
What went well
- The theme. It made me think about games slightly differently, I usually like platformer-type action or puzzle games, but I had the opertunity to think of something a little different.
- I got the art done as I went along, started off with the character and some stars, then as I got ideas I just scribbled out some more (with a basic idea of where I was headed)
- The code was not very nice but got the job done, was very fast to come up with on the spot. The paper concept for the player was a half-way snake type thing, instead of cells in a ‘rope’ rotating they stayed axis aligned, giving the paper vibe (along with the art).
- I like the way it feels, weird and dreamlike. I always think of dreams as a lonely place – people will be often be in dreams, but they aren’t really there.
- It looks a little sad from the outside, which matches the ‘alone’ theme, but my view of the end is more cheerful – but I’ll leave the whole thing open to interpretation.
- I didn’t give any instruction as to what the player is supposed to do, because they can do whatever they want. There is a purpose and end to the game, but I think games are about an individuals’ experience, and I thought it was cool to just let people float around in my little dream world and just check it out, move things around, do whatever they want.
- Working over a 48 hour period wasn’t as bad as I thought, next time however, I will be more prepared and bring something a little more solid to the party.
- SOUNDS! Total lack of them. My main regret. I didn’t really know how to load and use sounds, didn’t know of any libraries or how to use OpenAL and didn’t really have the time to learn so much as I went along. Probably gonna look at SDL for the future.
- Images, as I had zero base code to start with I forgot (after not programming for PC in a while) I didn’t have any image loading libraries, so I found a nice lightweight lib called SOIL, which was really simple and worked perfectly.
- It wasn’t exactly polished to a high standard. The code was inefficient (and sloppy), there was no reset and no title (although a title probably wasn’t necessary).
- The code should compile on Linux and Mac, but I don’t have a Linux install and didn’t have the time to get it running on my Mac.
Tags: postmortem

I liked your entry, it was interesting. Was it by any chance inspired by Flyguy?
Thanks, glad you liked it. Wow, I’d never heard of Flyguy before, which is weird because they are uncannily similar! Even an ocean in the sky
I just thought it up as I was going to sleep after the theme got announced, if anything I’d say it was loosely inspired by Aether, similar sort of theme and feel I think.