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!
My game still has no gameplay, but the graphics are way better! They say the last 10% takes 90% of your time, well… I figure if I spend 90% of my time polishing it then I can spend the last 10% actually making it a game. That’s how it works, right?
After being AFK and sleeping for the past 20hrs I’ve finally done some more work on my game. You can now control an actual spaceship, expend fuel, refuel, and land on planets. I also have a basic game UI working, I still don’t know what the gameplay will be like though!
Last time I entered LD I think my timelapse showed about 6hrs of me staring at IRC and the ‘Random Game Name Generator’ trying to think up what to make. This time I decided I was going to make a space game with planets and spaceships no matter what the theme was, luckily the theme was one that fit!
I’ve added a grass planet (made using Diggory Blake’s awesome skysphere generator) with atmosphere and wrote some scripts to handle spaceship controls, fuel consumption and gravity. I still have no idea what my gameplay will be like, but I imagine it’ll be some kind of limited-resource space exploration survival game thing
This will be my 2nd LD. Like last time, I’ll be using Unity along with a more updated version of my library, which you can grab from here. I will also be recording a timelapse, but this time with a 10 second interval, hopefully my HDD won’t end up with tens of gigs of images this time!
This is my first entry to Ludum Dare, and one of my first Unity games, as I’ve only recently started using it. Development went fairly well and I was on time for most of my goals, I only had about 8 hours sleep during the 48 period though, but not all of it was spent at the PC.
What went right:
- The competition began at 11AM local time(JST), meaning I basically woke up normally and was right into dev
- My game idea was really simple to pull off, in fact, the core gameplay was done in about 30 mins, the rest was spent polishing everything
- The artwork turned out better than I expected
What went wrong:
- It took me over 5 hours to come up with a game idea based on the theme
- My library had some bugs in that I spent some valuable time fixing
- My library lacked some features like the ability to swap out textures for UI elements, this meant I couldn’t implement a mute button in time without using major hacks
- I didn’t have any plan about how to make music, so I didn’t
- I didn’t have any generic code to handle 2D animations, so I had to settle for very basic texture swapping which took a while to write and didn’t allow me to implement anything complex
- Apparently the sound effects caused people to want to vomit, even though I thought I set the volume quite low :’(
- I had no code ready to make creation of collision meshes easier
It was a great first attempt, next time I’ll be far more prepared and way more code ready to save me time during development. The IRC is cool, it’s full of helpful people and the structure of the competition is very nice. Next time there’ll probably be even more entries, so that should be fun!