So, I made a game called Revolvolution for this Ludum Dare. (Unfortunately I’ve now learned that ReVOLVOlution was the name of a marketing campaign by Volvo, so a google search shows nothing D:)
24 was my first proper Ludum, and I’m very happy with how my game turned out. You can play it right over here. Feel free to drop a comment, I’m definitely doing a post-compo version and I’d like to know what I need to fix.
So, back to the topic at hand, Revolvolution postmortem. Here we go!
- I made a game in less than 48 hours, and people seemed to like it.
- Some people (Two that I’ve heard, Ditto and Bluefoxgs) even liked it enough to bother finishing it. That’s a good 10 minutes work, at a guess. I’m surprised they gave it 1 minute, never mind 10.
- The art style of the game. Kind of old-school, so fairly pixel-y, it didn’t take long to do and turned out great. I tried to keep it fairly persistent throughout the game, and don’t think I did too badly! The carpet in levels 1 and 2, what many people seemed to like, was the very first asset made (it might have even been made before the code) and is modelled on the one in my grandmother’s sitting room. Keeping it in the family
- I enjoyed myself! Definitely going to try and do the next LD.
- I had a fairly unique take on the theme, imho , after vowing not to do an inevitable petri-dish shooty-thing, or some variant.
- The game is fine for both QWERTY and AZERTY, and anyone else can use the arrow keys. It’s suitable for leftys who use their mouse backwards too, because both the left and right mouse buttons work. It’s also okay for colourblind people, but you might not get to admire the lovely carpet in the background.
The Negatives D:
- Really big thing: the Processing version that I’ve been using for the past few months (2.0a6, in the hopes of getting Processing for Android working) decided to stop working the day before the LD. So I went and downloaded the newest build, 2.0a8. I gave it a quick run-through, it all seemed fine and dandy, and off I went to bed. I had a heart attack the next day when I tried to export though: the newest alpha doesn’t yet support exporting to applet. So no web version, or JAR, or webstart. Just native applications. (It’s okay, I’ve fixed my problems!). But that panic wasn’t great. Felt I should’ve been better prepared.
- No music, or sounds. The way you add that in Processing is through the Minim library. But I’ve had troubles with Minim in the past, so I decided to leave that as an extra thing to add if I had time at the end. I had Autotracker create a few tunes, listened to them, but hadn’t time for anything more. (Hope I’ll have sounds in the post-compo version).
- The FOV. I had a gradient pasted over the playfield centred on the player. Although some people (including me!) liked it, it had a bit of an impact on the framerate (made it up to 10fps slower in some cases) and some felt it was too limiting. I agree now that was a bit restrictive, so I’m rethinking it for the next time.
- Uploading. Mediafire denied all but the Linux version of the game. Twice. Then Dropbox uploaded an early build of the Windows version fine, but took too long doing the others later on, so I had to give up and try somewhere else. After some quick searching I found CX.com, which seemed to do fine. But the Mac version is on Mediafire, because why not. I wouldn’t have had to negotiate all of this if my program had been a Jar, as I’ve never had a problem with StaticVoidGames‘ uploading…
- I didn’t have time to make any posts or interact with the community during the compo D:
So, that’s my story.