AHH LAVA! – Post Mortem

Posted by
May 1st, 2014 6:39 pm



 
First Ludum Dare check and check!
 

Here it is!
 

I’m so proud and happy with this game and it’s quickly becoming one of my favorite games that I’ve made. But for a while there in the middle of the compo, I started to worry that I was failing at the number one rule everyone said I should follow: “Have fun.”
 
About 75% into development I had to make the character animation. I had drawn up this awesome female archeologist with a top hat on and I loved it! But I couldn’t make it look good on the computer for the life of me, let alone animate it! I became very frustrated and wasted half the day trying to make it work and just became a general grumpypuss.
 
But then I took a walk. On the walk I contemplated dropping out, I like to hold myself to a certain standard in everything I do, and releasing crappy graphics wasn’t in that standard. (I realize now of course that my game was fine, especially for the second game I’ve ever released officially. But remember, I was a grumpypuss at the moment.)
 
I also am really bad about quitting things when I think they arent right, and I wanted to fight as hard as I could to not give up, as I greatly wanted to be a part of this community, The LD community and the Indie Dev community. So on my walk I pondered and pondered on what I could possibly change about this game.
 
So far it was a game about an archeologist who would jump underwater and blow up rocks and dirt to find treasure before the lava rose to the top or you ran out of breath. It wasn’t very elegant yet, it felt like something was off and I simply couldn’t animate swimming as quickly as I needed to yet. So suddenly I realized it didn’t have to be a human character! What about a submarine? I can animate the hell out of a fan!
 
So I rushed home, made a submarine sprite, and realized it’s odd to have the submarine dive down and come up… Why not make him start at the bottom? Suddenly the whole design fell into place! The sand and rocks falling added much more challenge, the tension from the lava was way better! The game didnt feel as clunky and it had a great flow all throughout! Suddenly, I was having fun again, grumpypuss no more for the rest of development. :)
 
Check out what I’m up to at anytime at:
http://www.gamechildstudios.com
 
And email me for whatever reason at:
dreiiwinder@gmail.com
 


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