Visibility Zero Postmortem

Posted by (twitter: @molecats)
December 12th, 2014 2:26 pm

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Visibility Zero Game Entry

Team

In this Ludum dare we are two individuals staying on the edge of the crater (two different craters actually, on different planets)… ohh sorry let’s backtrack to Ludum Dare postmortem.

Yaroslav = code / design
Stas = art / design

Both are working on the main project : Molecats (www.molecats.com) an indirect-control tile-twisting puzzled adventure …with traps!

 

Theme & Idea

We’ve spent 8 hours just to generate the final idea and for us that was the biggest challenge because we must create and finish game in so short time period.
In that 8 hours we’ve generated over a dozen ideas. Here is the list: http://ludumdare.com/compo/2014/12/06/ideas-ideas-ideas-3/

We didn’t like to approach the theme as a “technical limitation” as the main our goal was to reflect it through gameplay.  So, we’ve chosen an idea with a special screen device that helps to survive in very bad conditions.

 

What’s gone right:

  1. Actually finished build in 72h. It’s a helluva achievement for our team. Although we’ve done fast prototyping before, it was not even close to the finished product of this scale. For example, the result of our first try to jam – Mars Commando was much more simpler and it took a week after the initial 72h to make it work as a game. And then another 2 months to polish it.
  2. Nice visual presentation.
  3. Nailed the atmosphere and the feel of “blindness”, forced dependence of the screen device.
  4. Gameplay seems to be “a bit” slow and vague, but it turned out to be very close to what we really wanted.

 

What’s gone wrong:

  1. Unexpected & non-trivial theme for interpretation – took too long to brainstorm the idea on the 1st night = sleep time shifted, less actual working.
  2. We are usually very picky when it comes to visuals, so we’ve spent a little bit more time to figure out the artistic style than needed. At first, we wanted to make the screen device and character’s hands in 2d, like it was done in old FPS’s. But after a few tests we have dropped the idea, because it became clear that we didn’t have time to make it as good as we wanted. 3D lowpoly is usually easier for us to do, but we feel a bit disappointed that we had to drop the initial style.
  3. Standard Unity3D FPS controller is… just works. We haven’t even thought about expanding it or trying to find an alternative due time shortage, so we’ve faced some collision & control problems in the final build.
  4. Not much time left to do playtesting = level design could be better and a learning curve could be smoother.
  5. We have totally forgotten about time for music and sound fx – so we have had to do make/implement them literally in 30 mins before submission=).

 

What’s next?

We will make a few more detailed “making of” posts, so stay tuned! Thank you for playing and voting!

 

ld31-postmortem

 

 

Play and Rate

 

 

 

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2 Responses to “Visibility Zero Postmortem”

  1. Hellequin says:

    Well done! I love this game! ^^

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