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Post mortem: Paper Dream

Posted by (twitter: @ClawhammerMark)
December 20th, 2011 8:52 am

PaperDream

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.
What went less well
  • 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.
Overall, a positive experience, definitely going to come back next time and give it another whirl. :)

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2 Responses to “Post mortem: Paper Dream”

  1. Pixel House toast says:

    I liked your entry, it was interesting. Was it by any chance inspired by Flyguy?

  2. Claw says:

    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 :P

    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.

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