You Set Us Up The Bomb: Post-Mortem

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January 3rd, 2014 7:31 pm

explosionYou Set Us Up The Bomb is chain-reaction style game with lots of explosions. It takes place on a military robot base, and you know what? Robots are dicks. It’s time to bomb their metallic rears back to the industrial age.  You only get one bomb, but you get to drop it anywhere, and as luck would have it, pretty much everything on a robot base is darn explosive.


What Went Wrong

bombTime ran out

Oh, this old chestnut. There’s always a list of what I intended to get in there. I’ve never not run out of time in a jam, it’s just a question of will the game be playable before I finish. Even as an old coder I still have trouble with time management. I’ve never been the fastest coder on the planet, so it’s a wonderful feeling to complete a jam. But complete is relative. My first jam I didn’t even submit it; I had these monks walking around an empty procedurally mapped abbey with nothing to do. Since them I’ve improved my focus and priorities, and also my workflow (see what went right), so games get completed, but damn if I’m not jealous of those people who knock out these home runs with time to spare. I feel like I’m getting better, though, but I have to wonder if jams are like speed chess? In Searching for Bobby Fischer, the chess coach Bruce Pandolfini chastises the student for playing speed chess in the park because it’s teaching him all the wrong things: tactics and intimidation, rather than long term strategy. Will Pandolfini yell at me for learning all the wrong things from jams? I actually took a chess class in college and he was the instructor, but this topic didn’t come up…

bombBugs in the base code and libraries

You only get 48 hours, you don’t want to spend any of that time fixing bugs in your base code or third party libraries. I must have spent about 10 hours tracking down numerous issues. None of these issues were the fault of my game code – that’s not to say I didn’t have bugs there, but those bugs resolved themselves rather quickly. First I had to isolate the code in my game, and if that didn’t reveal a bug in my game, I had to test Flaxen, my base code which relies on two other libraries. I found some bugs there that were head scratchers. But worse then I had dig deeper into my dependencies and found several issues in HaxePunk, which I either fixed or made a work around. That’s 10 hours I could have used polishing my game.

bombDidn’t hit all of my core feature list

Remember I said I had a list of what I intended to get in there but I ran out of time? Well, first, I wanted to have trucks go on patrols between tents, bunkers, and stockpiles, but instead they just wander randomly, which actually makes some of the middle levels a little harder than the early or late levels! I intended to show damage on all objects, and set them on fire if they were going to explode. The robots themselves were supposed to run screaming before exploding, and I wanted their body parts — notably their heads – to fly up toward the camera with some funny quips before landing. I also wanted shrapnel – when something exploded, parts of it could fly randomly a large distance, potentially hitting another object and setting that one off. It’s still playable without these things, but I think the game would be much more exciting with them. Also the game should get harder – each level requires like 65% of all “points” to be exploded to pass to the next level. That number should rise as the levels rise.


What Went Right

bombSticking with familiar tools

I think I’ve finally got my process down. Photoshop and Filter Forge for the art. Audacity, a mic, and bfxr covered my sound needs. I would have used Renoise to compose some music had I the time, but with five minutes to spare I sang an improvised song about not having time to create a song and hooked it into the main menu. Hey, you gotta move quick in the last hour! I used Sublime and Haxe 3 for development.  Flaxen, the framework I used preciously for LD27 came to use again here, except this time I separated out the code base and put it up on GitHub. Flaxen ties together an entity component system (Ash) with a game library (HaxePunk). It’s actually really fun to start throwing components and systems together.

bombFocusing on the making it playable first

Several times I stopped myself from going down tangents before the core idea was even playable: polishing art, tweaking sounds, working on higher level code elements. And it’s a good thing, too, because it took me much longer to get the core idea playable than I anticipated. This was the difference between a incomplete but playable game, and a more fleshed out idea that’s not at all playable.

bombExplosions are furn! Ehrmegerd!

Despite everything that didn’t get implemented, the core explosions and destruction are actually fun to behold when you get a good chain going. The effect turned out pretty well, I think, layering a randomly rotated explosion image (shown at the top), applying a layer of fire particles, and then after a pause a layer of smoke particles over the top. It’s especially fun when you get beyond level 14, where the game starts repeating with the maximum number of objects on the screen. Why are you waiting for the perfectly timed bomb drop? Just drop it already, the game gives you another bomb if you fail to meet the quota, just destroy some shit already, will you???

You can play You Set Us Up The Bomb here.

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