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

Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
  • Ludum Dare 30 Begins: in 24 days, 0 hours, 2 minutes, 5 seconds
  • [ Real World Gatherings | Ludum Deals (coming soon) | MiniLD #53 ]


    Postmortem & Timelapse

    Posted by
    April 25th, 2012 8:44 am

    I think the main purpose of timelapses is to stop you procrastinating, and it did a good job of that! I recall opening chrome and instinctively typing in ‘r’ to open reddit, except this time my mind slapped the tab shut pretty quickly. But in case people actually do care about watching them, then: http://youtu.be/ZaFF3E4xUqw

     

    In any case, here’s the postmortem of my game Shoot Dem Asteroids:

    It seems that every LD weekend I’m rather busy, and this week was no different! I think I spent about 3 or so hours working on my game on Saturday, but I spent maybe 18hrs on Sunday. One day I’ll get a clear schedule and do maybe a total of 40hrs dev, followed by my actual postmortem.

    I previously entered LD22 and my main issues were that I couldn’t think up a game idea quickly, and I wasn’t prepared in terms of my code library. This time, after seeing the final theme list I decided that I was going to make a space game no matter what. But beyond this I didn’t really have any idea what kind of game I’d be making, just like last time… In fact, I spent about 75% of the development time just programming in planets, gravity, spaceships, asteroids and polishing them to no end. In the end I couldn’t think of anything, and I was running out of time, so I just made the asteroids damage the planet and called it done. I’m surprised people actually found it fun!

    I will say that I’m generally happy with how my entry turned out. I like the spaceship controls, the weapon firing, and the graphics. I really wanted to make it so the aim of the game was to ram the asteroids to break them apart, and the gun would merely temporarily deflect them away from the planet, but I didn’t foresee a need to write such a script, and the only free alternative I could find wasn’t good enough.

    What went right:

    • Unity – It’s awesome!
    • Theme – Anything that allows me to make space stuff is awesome!
    • My supporting library – This time it was fully written before the start of the compo. Last time I had to fix bugs as I was trying to make my game, not fun!
    • Time – I think I finished my game with over 1 hour left and didn’t particularly have to change much (though some people who played it would apparently heavily disagree)

     

    What went wrong:

    • No game idea – I really should think up a few simple game ideas for each theme before the compo starts, I think I just drew a few planets and called that done
    • Too much AFK time!
    • Useful scripts – During the compo I had to write scripts to handle gravity, projectiles, and engine flames. I should have really anticipated my need for these and written a bunch, along with a script to fracture objects!

    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]