Dwarves & Goblins Post-Mortem

April 29th, 2014 7:56 am



Finished game herehttp://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=30185

As it was our first Ludum Dare I decided to share a little post-mortem on it with you guys. I won’t go into all the details, but I’ll describe most of our work within the project.

Ok, here goes.

The three of us decided to participate in Ludum Dare 2 weeks before the start. We made this decision in an Irish Pub, quite ironic when you hear the music used in the game.
We know eachother from school and we all 3 have whopping internships, so why the hell wouldn’t we join in? The decision was made and the date was set. We were ready to roll.

The concept
After the theme reveal at 3AM, we went for a walk around the block deciding what our concept was going to be. After looking at some cliché concepts like shadows, portals and all that stuff, we decided we wanted to do something original without going INTO the surface but instead ON the surface. Our artist, Rens, stood up on a bench outside and felt it shake. That’s where our concept started; something with tremors/shakes that would affect your underlying surface. The idea of a circular landscape came very soon after that, we wanted to go into infinity with it. An arcade style game with tremors.. Hm. What happens INSIDE of the earth? Magma eruptions? Earthquakes? Mining? Oh, wait, yes, mining. From there we decided it’ll be real cool to protect miners from their demise by providing overhead.

Dwarves & Goblins was born.

We didn’t think about game mechanics yet but we were already on the drawing board. Making a mock-up of the level you can now see in the actual game. We didn’t change much on that end. Developing and designing on-the-fly is what we did and to be honest, even though is not advised, it worked out pretty well. With a lot of motivation and being stoked about finishing this concept we started. After all, we never saw anything like this before.

What went well?
To be honest, almost everything fell into place like pieces of a puzzle instantly. There weren’t many difficulties and our framework we built on-top of PIXI JS really did its job. We had an amazing workflow, using git and proper communication because we were sitting next to eachother. Only about 2/5th in we already had a working prototype we could build further on.

What went wrong?
Close to the end we ran into some difficulties with the framework though, we had some issues with the animation manager for instance. God, we were stuck on some ugly bugs and scoping issues. However, after some hacky code and a whole chuck of music we finally got through with it. It might not be the best solution, but it worked. That’s what matters.

What have we learned?
We learned to work in a short timescale, that’s all there is to it really. I personally think we’ve done a proper job by not over-thinking our concept. If we would’ve done that we’d probably never finish it in time. We didn’t overestimate ourselves and I’m really glad with that.

All in all it was a great experience to never forget and we’ll surely be participating in a new Ludum Dare sooner or later. For now, go smash those goblins to bits and we hope all of you guys enjoyed as much as we did. Without all of you there would be no competition and thus there would be no fun in making this game. Thanks a bunch for this amazing experience!

Oh, also, we’ve made a couple of VLOGS you can check out right here;

#1 : https://www.youtube.com/watch?v=SGGtl0M_OoI
#2 : https://www.youtube.com/watch?v=VSoaESVg5BM
#3 : https://www.youtube.com/watch?v=OtkgabfHBsc

Cheers. Team Jamplifier, out!

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