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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Tiny Defender – A Post Mortem

    Posted by
    April 23rd, 2012 11:59 am

    Its been 17, almost 18 hours since I have submitted my game for judging. I must say Its been a whirlwind weekend, staring at the same room for 48 hours, listening to the same songs over and over again. All while try to create a game based on a theme that I downvoted twice! And to make matters worse I ran out of BACON! But I did it, I complete my game within the 48 time limit. I will try to recall the past 48 hours in as much detail as I can rememeber.

    Friday – April 20th, 2012 – 5:30pm

    I arrive home from work, feeling really good about doing the Ludum Dare tonight.

    Friday – April 20th, 2012 – between 6 – 6:30pm

    After changing out of my work clothes into something comfortable and milling around the house, I sit infront of my PC at play Legends of Grimrock, while waiting for my TV shows to
    start.

    Friday – April 20th, 2012 – 8pm

    I stop playing and go watch some tv, while watching the IRC chat on my phone. Yes I have an app for that…

    Friday – April 20th, 2012 – 9pm

    The theme is announced! Tiny World! Tiny World? What the heck and I going to create with that theme?

    Friday – April 20th, 2012 – 9pm – 11pm

    Finish watching my last TV show and start thinking about a game to create with this Theme. After some thought, I come up with what I believe to be a good game concept. Let me give you the premise.

    I decided to do a vertical shooter, with enemies that shoot back at you, huge bosses, power-ups and rockin’ music. Hey we can all dream right :) But we’ll get into that in a few minutes

    Friday – April 20th, 2012 – 11pm – 1/1:30am

    With my idea fleshed out on the whiteboard I begin with the art. Once it is compeleted I head to bed to begin coding early Saturday Morning

    Saturday – Sunday night around 8ish pm

    This is mostly a blur of coding, failures, rethinking, more coding, successes, more coding, tweaking, optimizing, some sleeping and finally a complete game!

    So that was my weekend, how was yours :)

    Now we come to the part of the Post Mortem where I tell you what went right, what went wrong, what I learned and what I’ll do better next time. So without further ado, play that funky music white boy!

    What went right:

    1. thought up what I believe to be a great idea for a game based on the theme. At first I didn’t like the theme, but this was a snap judgement. Once I really sat down and thought about it, I thought of all sorts of great ideas. I do have to say I found thinking up a theme for this LD was a lot easier than the last one (LD22).

    2. Since I had a really good idea of the direction I wanted to go, the Art flowed much easier. Usually I have a hard time with the art as I’m not artistically inclined.

    3. With only a few setback (to be explained below) coding was pretty much a breeze. Hey when in doubt, make a boolean :)

    What went wrong:

    1. Remember when I said this “I decided to do a vertical shooter, with enemies that shoot back at you, huge bosses, power-ups and rockin’ music.” Umm… yeah this didn’t happen. I had issues with collisions while the map was scrolling. Issues getting the enemies to shoot, issues getting the bosses to shoot, no power up and sub par (at least for me) music.

    2. Hmm, I guess those are all the problems I had. Oh yeah, one more thing… I ran out of Bacon.

    What I learned:

    1. I’ve used Flixel for a little over a year now, but I have to say I’ve never created anything so indepth as the game I created this weekend. I learned a ton about this framework and about FlxGroups in general that I never knew before.

    2. I learned I need a refresher in math. Might have to hit up Khan Academy in the future.

    3. I learned a lot about game design, about how adding small effects can really bring your game up a notch or two graphically.

    What I’ll do better next time:

    1. I’m thinking about creating a bunch of functions for things I may want to do in future games.

    2. I need to gain some more knowledge in game design

    3. I’d like to get better at pixel art, like pick up some tips or tricks to make my art stand out.

    Well that’s it. Another stress-filled, fun-tastic, 48hr coding jamboree completed. Can’t wait for LD24! Before I close this Post Mortem, I want to give a big round of applause to all the people who coded a game this weekend for the Compo and to those people who coded/are still coding a game for the Jam! These games didn’t exist 48 hours ago and for no more than bragging right, we all decided it would be fun to create a game based on a theme chosen by the community this weekend! Simply WOW!

    -KunoNoOni

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