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Dethroned – Post-Jam, Post-Mortem

Posted by
Tuesday, December 13th, 2016 3:15 pm


So, I did say I’d write a post-mortem, since it was my first Ludum Dare ever, and actually the first game I’ve made that could be considered potentially finished. I definitely want to record my mistakes for future reference, and to just share my experiences and maybe see if someone possibly had similar problems.

I’ve really only made rather convoluted solutions to game mechanics than games themselves up to this point, and as such, the timeframe and workflow kinda caught me by surprise even though I thought I’d planned along it. So while I have some Unity mechanics and Editor tools under my belt, it dawned on me that I’m still a complete noob 😛 My biggest strength really was my experience with having to do stuff with short sleep cycles. And music production too, of course.

TL;DR: It was a mess, and I enjoyed it.



Posted by
Monday, December 12th, 2016 9:28 pm

Can’t believe we got through it in one piece. I also had to get a brand new server to host it online.

There are some minor bugs that I might have to iron out while still making sure that the WebGL player actually plays fine. But anyway, here’s the end product:



I’m gonna have to write a post-mortem on what I’ve learned later. Like how to deal with my ever-growing rage towards Unity’s UI bugs.



Posted by
Sunday, December 11th, 2016 12:27 pm

Yeah, so, not much done with the graphics as of yet (gonna be a long night), but the mechanics are starting to look like something!

I did the basic mistake of trying to do things much fancier than necessary, and ended up rewriting a lot of the stuff, so there went the first 12 hours of the first day down the drain. Safe to say, no streaming for me in this hurry.

Since the game works in sequences, I decided to change things into running everything through nested Coroutines, which is something I haven’t really done too often. Also, Mecanim StateBehaviours are a handy tool I didn’t really remember existing.

So mostly I’ve been doing the general things under the hood. Next up is the stuff that makes things look less crap. Oh yeah, sound design and music too. God damnit.

I really hoped I’d have enough time to create some special shaders and FX for this to really get the vision through, but I reckon we’re better off just going with the basics here.

We’re in!

Posted by
Saturday, December 10th, 2016 5:12 am

Me and my colleague MarshallBacon from Nordpunch decided to join in the Jam! It’s our first LD ever, so it’s probably gonna be a rough ride. Just woke up, so still throwing ideas around, but we’ll get cracking soon enough. I might stream a little bit if I get the courage to do so 😛

Some tools that will be used:

  • Unity3D
  • Mostly gonna do things from scratch, but possibly a few third party plugins from Unity’s Asset Store (stuff like Rewired and things that make life not suck so much)
  • SourceTree for git stuff
  • Depending on the style: Blender, Photoshop, Tiled Map Editor & Tiled2Unity
  • Reaper and a bunch of audio VST
  • Bunch of audio hardware and Wacom Intuos tablets.
  • A ton of coffee

The most useful from these is going to be the coffee. Let’s get it on!

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