What do we learn during a dare?

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December 17th, 2012 1:19 am

My second Ludum Dare and can already see how much I’ve improved relative to my last attempt.

Between my last dare and this one, my skills as a programmer and games developer have certainly improved, which is reflected in my entry. But yet again I need to face the fact that 48 hours isn’t a lot of time, and I need to scope and prioritize my project accordingly. That means cut that one mechanic you’ve been working on for hours due to one elusive bug and get to work on graphics and sound.

Seriously people, I cannot emphasis it enough, the graphics and the sound are among the most important features in the game. It doesn’t have to be flawless art but choose a scheme/color palette and follow it. And there is always a lot more of it then you think, get to work early.

But I’ve also learn’t that I can accomplish so much more using a develop as you think approach, rather then spending the first few hours of the dare simply planning out an idea with pen and paper. My game didn’t take shape until at least 20 hours in when I finally decided on an art-style and began work on some graphical assets. I also finally took the time to learn to make particle effects (about damn time), which is good, because the best ways you can improve the feel of your game is particles, sounds, and game reactions (environment or npc). Oh and I’ve been reminded just how much I love doing AI work, I regret that I wasn’t able to find the time to code something a bit more complicated for my npc’s.

However I managed to complete enough to be proud to submit my work, you can find my game, Crustacean Chaos, by following this link.

All in all it’s been a lot of fun and I can’t wait until the next one.

Crustacean Chaos

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