Posts Tagged ‘post morem’

Post-Mortem Documentary of “Pressure Run”

Posted by (twitter: @PixelProphecy)
Monday, December 21st, 2015 2:26 pm

Because I thought making a game in 48 hrs wasn’t hard enough, I also decided to shoot some footage for a little documentary about me making the game. Now the editing and all is finished and here for your enjoyment:

Persistence Pays Off – A Dial “M” for Monster Retrospective

Posted by (twitter: @aaghgames)
Wednesday, September 2nd, 2015 9:48 am

Heya everyone. I’m Budaniel, the artist and programmer for AAGH Games, and this is a retrospective for our LD33 entry, Dial “M” for Monster. This was both the most challenging and the most rewarding Ludum Dare of the four we have entered thus far, so I’m going to tell our tale of troubled development in this Dial “M” for Monster Retrospective.

This kind of going to be a long one, but hopefully it’s an interesting read.

Friday: The First Night (and the days leading up to it)

I was psyched to get this Ludum Dare under way for a few weeks, but as the days counted down I got more and more distracted, to the point where, on the evening the theme was to be announced, I was so far from prepared that I was worried if we would get anything done at all. I usually have all of my tools ready and tested by that point and our live streaming setup has been configured already. This time I was scrambling to get it all in place by 9 PM that Friday.

When the theme was finally announced, our live stream kicked off and we got to work brainstorming. I’m personally of the opinion that the theme itself is never a hurdle – if you can’t think of something interesting to go with a theme, you’re not trying hard enough. In the first 30 minutes we rattled off a list of concepts what constitutes a monster, things like older/younger siblings, politicians, aliens, dai-kaiju, and more. The concept we settled on was rather mundane (a monster lurking in the woods hunting survivors) but our ultimate goal was anything but – we wanted our survivors to collect tools and materials to build a shelter, all while trying to stay fed, hydrated, warm, and safe. This meant a working survivor AI, and that was something we – and I in particular as the programmer – had not done before.

Things went about as well as you would expect from someone making an AI like this from scratch for the first time ever on a 72 hour deadline – progress completely stalled. The first four or so hours were making the survivors run from the monster, approach the fire, and locate nearby any food. We started with just one survivor for simplicity’s sake, and even that presented so many challenges. We adjourned that night with little more than a monster that moved and caused survivors to flee, which was way less than we wanted.

Progress at the end of Friday

Progress at the End of Friday


 

Saturday: Long Days and Delirium

We picked back up late on Saturday because I overslept after the previous night’s debacle. I spent the first hour or so making the survivors seek food and then retreat to the heat and safety of the fire. We –and our viewers on the livestream – marveled at the sheer stupidity of our survivors AI, to the point that we were thinking of making that the selling point, thinking of names like “Dunces with Wolves” and “Darwin in Action,” with the plot being that you’re validated in hunting them because if they’re stupid enough to wander into the woods without being able to take care of themselves, then they deserve what’s coming to them.

At the time we were using basic letters to signify everything from the fire to the trees. We talked about the graphics we were planning to replace them with, such as what kind of monster we actually were, when one of our viewers insisted that we keep the text-based aesthetic. After some deliberation, we agreed to keep it, but only after I touched it up some.

Around midday I passed our project over to Floata, our musician/level designer to lay out the map while I took a break and distressed. When I got it back that evening the map was complete, which was good, but now it was time to resume work on the gameplay, which was less so. We again live streamed our work, to an apparent vacuum. It was actually probably a good thing we didn’t have a lot of viewers, because I was so tired that I was making dumb, sometimes crass jokes and Floata was mumble-grumping through most of it. We did manage to get the four planned survivors on the screen together at last, and we finally got them foraging for food and avoiding the monster. Unfortunately that was as far as we got this night before we had to call it until the next day.

Progress at the end of Saturday

Progress at the end of Saturday


 

Sunday: Where It All Breaks

This was the day where I was sure that we weren’t going to finish on time. We started early (skipping the live streaming since we were struggling so much) and the first thing we did was christen the game with a name. Since we were committed to the art style (and therefore the monster looking like the letter M), we decided to name it Dial “M” for Monster. Our original logo looked like this.

logo1

We got to work trying to make the AI protect itself from the monster. We originally had the survivors hunting tools to make a gun but like so many other pieces of the project, that didn’t make the cut due to time constraints, so they were all armed with knives and arrows instead. Way too much time was wasted getting the survivors to shoot at the monster (instead of every which way), but that was nothing compared to getting the survivors to explore more of the map. Originally there were just four survivors, and they were all grouped around the central fire, meaning that 90% of our huge map went largely unused. I decided to lay out a “breadcrumb” trail for them to follow in the form of (invisible) dots that would guide them from place to place. It was terribly finicky to work with, placing them just right so they were neither too close to each other/food/fires or too far away to be detected, but I eventually got it working somewhat. What I really didn’t want was for them to wander a randomly selected direction – I wanted them to follow the paths through the trees to more food or the next fire.

That took most of Sunday, but once that was done, we figured we were in the clear as far as basic mechanics. Sure, we had to cut the survivor item collection and base building, and yeah they weren’t as skilled as we would have liked, but we had the gist of our vision working. Or so we thought – it was at this point it all went to hell.

Whenever we tried to rapidly attack a survivor, the game would lock up the browser, forcing us to crash said browser to get it to close. We figured it had to do with hammering on the spacebar, so we tried various fixes. We tried delaying the monster’s attack speed to only accept attacks every 2 seconds. We tried changing the attack key to something other than spacebar. We tried removing the “slashed” hit animation on the survivors. We tried making the attacking happen on contact rather than via a button press. Nothing worked. Every time we aggressively attacked the survivors, the game froze. We didn’t find any sort of fix on Sunday, so the problem had to get rolled over to Monday. The only positives from Sunday were a redrawn logo (to the one currently in the game), a working GUI and updated visuals (even if they weren’t in the game yet). Here’s a comparison chart of the old graphics to the new/current ones, showing the progress that was made (click the picture for full size).

DMFM-visualevolution

Progress at the end of Sunday

Progress at the end of Sunday


 

Monday: I Love It when a Plan Comes Together

Monday was another early start, and with just over 11 hours before the deadline, we had to get this crashing ironed out. While we brainstormed on how to fix it, I made the end credits and instruction screens (if there’s one thing we’ve learned over our years of making games, it’s to never assume anything is obvious to the player, so explain as much of the game to them as possible), plus we finally got Floata’s music in the game, complete with a mute button (another lesson we have learned is that a lot of people would rather listen to their own music – or the TV, or a movie – so always give them the option to silence the game).

We fought the problem until after 4 PM, or five hours to the deadline, making no progress. I was getting frustrated and was just about to compile a playable copy for Floata and some other testers to try when I had an idea for one last test: remove the “panic state” from the survivors that caused them to turn and run from the monster. I made the change without taking time to test it, compiled a build and sent it for testing before going to eat dinner. When I get back from dinner, Floata and our primary tester had both gotten back to me with the following update: the game wasn’t freezing the browser anymore, but the survivors were now ruthless killers that stuck to the monster with a vengeance.

The problem had been found – it was the survivors’ panic state that caused them to try and flip 180 degrees and run. The issue was that as long as the monster was nearby – which it had to be to try and spam the attack command – the survivors were firing their panic state behavior every tick, and that was overloading the game in short order.

It took us probably an hour to fully replace the panic state with something that didn’t crash the game but didn’t have the survivors latch on the monster and murder it almost instantly, but now we had a working, non-crashing game. A last-minute decision was made to move from four, individually colored survivors to four packs of three single-colored survivor packs. We stuck them around different fires, colored the fires slightly to match their pack color, and took the game down to the deadline as I added one more small touch that I thought would look cool – the fires of each pack going out when you wiped out their entire group. This proved to be a challenge and I just finished it up with about 75 minutes left. Floata and I then played it through, beat it a few times, lost on purpose a few times, and agreed it was as done as it would get, so we sent it in and the rest is in the hands of all of you fine folks.

Progress at the end of Monday

Progress at the end of Monday


 

And thus ends the retrospective of Dial “M” for Monster. Give it a go, if you haven’t already. We didn’t quite reach our ambitious goals, but it turned out well and we’re quite happy with the result. Thanks for reading!

logo2nClick to play Dial “M” for Monster

Developer Timelapse – The Mammoth: A Cave Painting

Posted by (twitter: @inbetweengames)
Wednesday, August 26th, 2015 5:32 pm

coverImage

 

Want to watch 3 days of coding in 10 minutes? Here’s a timelapse video of inbetweengames’ Isaac Ashdown writing the gameplay and UI code for The Mammoth in Unreal Engine 4:

 

All of the team currently work at YAGER in their day jobs, where we’ve been using UE4 for several years on a AAA project that was recently cancelled. We thought it would be interesting to see what we could pull off in the engine in just 3 days, which for us is a pretty big change of pace compared to our normal way of working. We’re really happy with how it turned out!

We created the entire game, including the concept, in the 3 days of the jam. Beforehand we did some prep for some of the systems we knew we’d need for the game we wanted to create: a custom 2D flipbook material that allows us to animate sprites similar to Paper2D while giving us the full functionality of Unreal’s material editor; controls for a top-down or “isometric”-style game; and finally a basic framework for flocking/crowd AI. This last system was pretty heavily hacked up to create the AI for the hunters and mammoth babies.

We’ve been relaxing a little since the jam ended, but now we’re ready to start playing and rating some games! We aim to rate every video game that leaves us a comment on our page, so play and rate The Mammoth: A Cave Painting now: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56968

Follow us on twitter: @inbetweengames

That was fun

Posted by (twitter: @DemyHallar)
Wednesday, December 24th, 2014 12:14 pm

(Sorry for all possible language mistakes in this message)

Ok, I guess it’s time for my first post mortem.

It’s the first time I tried myself on Ludum Dare and it was intense. I never did something like that, that was the whole new experience and it was fun (including not-sleeping and not-eating parts =)).

Thank you all for your reviews and time spent in my game, when I published it I wasn’t expect any good comments – it still hadn’t story or normal user feedback.

That was so fun playing your games, reading your comments.

It’s a post about creation of Whole life on one screen.

iconApp

How did my work process look like? (long post + bonus)

(more…)

How I spent 48h making Vibrant City

Posted by (twitter: @goyalanshul)
Thursday, December 11th, 2014 9:20 am

Ludum Dare is my favorite game jam and this time I made a game called Vibrant City which you can play and rate here.

Friday Dec 5th 9PM – Theme Announcement

As soon as the theme (Entire Game on Single Screen) was announced I was a bit confused like everyone else and started pondering whether it is a theme or a constraint. I remember participating in one of the global game jam and one of the constraint was this ‘Entire Game on Single Screen’ but whatever. The theme is announced and I have to make a game in 47h 50m. So I started walking around my little apartment trying to think about new ideas and/or existing games that can be played on a single screen. To no one’s surprise the first few games that came to mind were Pong, Pacman, Tetris, Space Invaders :D. As I progress through the time period I started thinking about brawlers, tower defense, 4p local multiplayer shooters, bullet hell and survival game where you have to fight waves over waves of enemies. Nothing was really clicking to me at this point.

I was getting tired walking around when suddenly I had this idea of a beat’em up game inspired by movie Edward Scissorhands. The player will role play a character with Scissorhands and can switch hands to like hammerhands, axehands, bullethands etc etc. This sounded really cool and different to me so I started thinking about it in detail. A beat’em up game is not quite fun to play if it is missing different combos and variety of attacks. Having different combos means lots of art and animations and this is just for the main character. The same follows for all the AI characters that I am going to have in the game. For someone who is not very fluent in art and animation, this sounded a little bit out of scope to me in 48h. And I went back to the drawing board.

After a while I was enlightened with this rooftop shooter idea. I immediately discarded it thinking that “meh, its not good enough” but then I gave it a little more time and attention and I realized its not actually that bad and it could be a really good game. So this was it, I finalized the initial plot and started working.

Friday Dec 5th 10:30PM – Work Begins

I began by doing some initial research on different rooftop views that could influence my level design. I started working on first draft of level design plus some initial player movement for the next 4 hours or so. This was important to have as it will give me an idea whether I am going in the right direction or not. Fortunately, it went well and I was happy with the implementation. I can sleep well now :).

Nap Time – zzzzzzzzzzz

Saturday Dec 6th 8:30AM – Resume Working

Since I already had the basic player movement working from last night, I picked up from there and implemented player navigation from rooftop-to-rooftop. Then it was just non-stop working on level refinement, adding graphics and shaders, adding civilians and vibrants, implementing spawn logic, game progressions, menus/UI and various other stuff. Fast forward to Sunday Dec 7th 3:30AM, I had the game playable with some bugs here and there and some balancing issues. I was completely exhausted by that time as I was working non-stop since morning. Seeing the game in such good standing, I decided to take a nap for few hours.

Nap Time – zzzzzzzzzzz

Sunday Dec 7th 8:30AM – Final Day

Woke up, played the build from last night and read my todo list to remind myself where I was. The next 4 hours just flew by in play testing, bug fixing, polishing, UI and balancing gameplay. Then comes the sound and music part. I spend some time on freesound website to find the right sounds for my game. It took me a while to download them and mixing them up using Audacity. By the time I was done integrating the sound it was already 4PM. I still had plenty of time (~5h) to playtest and fix the remaining issues. I spent next two hours or so playing the game several times in the Unity Editor, in the browser and also the standalone build.

Everything was looking good and I was super excited to submit my entry. As the hour hand of the clock approaches 7PM I was done with my submission (YES! 2h early :D). It was an exhilarating moment. I feel accomplished!!

What went right:

  1. I manage to keep the scope of the game doable. I didnt feel any rush or panic during the 48h.
  2. I am glad I didnt chose to build a game that is art/animation heavy else I would have definitely regret it.
  3. I wanted to try something different. Something I have never build before and I manage to achieve it.
  4. I slept well without getting bothered from the incomplete work which is very rare :p

What went wrong:

  1. The writing in the game is not that great and I should have spent more time on it.

Thanks a ton LudumDare for this wonderful 48h of creation and fun!!

Thanks again for playing and rating Vibrant City!!!

 

Till Next Ludum Dare!!!

Anshul

 

PS: I am gonna start prototyping that Scissorhands game soon!!

PORTHOLE Post-mortem

Posted by (twitter: @Ragzouken)
Thursday, May 1st, 2014 2:35 pm

This was my first time doing the jam instead of compo, and Claire’s first time doing the full Ludum Dare at all! We had a lot of fun making our claymation exploration game, PORTHOLE, and here’s a post-mortem of how things went from both our perspectives:

21

Claire

Day 1

Saturday was pretty much all planning for me, I had to fit the jam around work on the first day so we began with a pub lunch to get some ideas together. We started talking about spaceships, black holes, and planetary exploration, which got me thinking about some cool spacescape clay textures I’d made previously. I’m always a fan of games that use claymation, papercraft, etc., and this seemed like a great opportunity to try and make a new one! I had plenty of time during the day to think about what kind of creatures the player would encounter, and sketched them out in the evening. I based a lot of them on prehistoric life forms, which often do have a bit of an alien feel to them.

Day 2

Sunday was when the clay came out! I started off by making the porthole itself, and after that it was essentially just creatures, as I had the background textures pre-made from a couple of months ago. I got a little carried away with the first creature (the green and yellow worm), and then had to speed up a little after I realised how long the first one had taken! The most challenging one by far was the monster that destroys your ship, the psychedelic octopus. I knew exactly how I wanted it to look, with its skin pulsing rainbow colours, but after the third hour of adding tiny amounts of clay to each limb for each frame I began to wonder if it would be worth it (I think it turned out pretty well though).

claire2claire3

claire1

These photos were taken about half-way through the octopus animation, and show my fairly amateur set-up!

Day 3

Monday began optimistically and turned into a rush to get as many creatures as I could moulded, photographed and animated. A few that I had planned smooth, reasonably complex movement patterns for had to be cut down to save on time, and an interesting ending scene involving the octopus opening up and devouring the ship never made it into the game…

What went well

I ended up with around 12 fully animated creatures, which was pretty good for 2 days work! They ended up looking really great on the backgrounds I had made, along with some awesome blend modes and colour changing from Mark. The octopus went particularly well, and I kept it simpler than my original plan due to the time constraint, which was definitely a good move. The idea to use clay worked really well with the atmosphere of the game, which ultimately became very creepy.

What went badly

My set-up limited me somewhat, in that I could have really used a proper light-box, which probably would have reduced my editing time in Photoshop hugely! I was a little unsatisfied with some of the creature movement, and should really have taken the time to plan it out better beforehand rather than jumping straight in to the modelling.

Stuff I learnt

Claymation takes ages if you want to do it properly, and that’s why more people don’t do it. Don’t try and use a laptop and model clay at the same time, clay gets everywhere.

STUDIO

We joined some other local indies at the Force of Habit studio to jam!

Mark

Day 1

Not used to working in a team, and Claire had to work all day so we had limited time to discuss what I’d be doing that day. We had plans to meet on Claire’s lunch break to hash some ideas out, but until then I was on my own and decided to prototype some interesting vortex effect inspired by the dark rift in Skies of Arcadia – had been thinking about it a lot recently and thought it might be an interesting direction to try. Ended up with some sweet spinning cloud effect that looks ominous, but didn’t really lend itself to a game at all.

I showed Claire some vines of the cloud effect over lunch and she showed some awesome clay textures she had done recently. At this point I think we settled on some kind of diving or immersion in an alien atmosphere with those textures as backgrounds. I knew what I was working on and headed back to the office!

portal

I started with this initial visual prototype – inspired by the dark rift in Skies of Arcadia

Back at the office I loaded the background in and started playing around and seeing what I could come up with. Initially I tried to use some old code I had to wrap an image around a cylinder, but it really didn’t work and you could hardly tell I was doing it because of the detailed and irregular background. I switched to making sounds because I couldn’t work out anything useful to do with the implementation, mostly killing time until Claire got off work and could help provide some direction.

Once Claire was in the office we managed to iron out the ideas we had and the work I had already done into something usable; we switched my cloud texture for some post processed clay texture, and I started turning it into the portal affect that made it into the final game – the idea was it was supposed to be the atmospheric gasses thinning. I mocked out a porthole stencil for what we had and we decided it’d be great to have a clay one framing the game, Claire would make that, and lots of creatures on day 2, and I would start implementing some kind of movement and get ready to accept creatures.

Day 2

Claire spent the day at home making the various clay graphics, though later joined us for dinner. I got into the office about lunchtime and soon after the porthole graphic made its way into the game, which was great to see and upped my motivation. I started work on having multiple layers to the game and a few hours later the first creature came over and I was really impressed – the aesthetic was really coming together! Over the rest of the afternoon I pulled in more creatures and put in the lens effect.

After dinner I was re-energised and the game was looking great so I jumped into getting the perspective (simple scaling) working for the multiple layers. I always find the kind of stuff fiddly, but by the end of the night I had implemented the effect for transition between layers. I went home and waited up whilst Claire finished off the awesome octopus she was making for the ending.

Day 3

The day got off to a very slow start for me – I had lunch at the studio but by this time everyone else was back to their usual as the compo had ended and we were the only ones doing the jam. After lunch I headed over to Claire’s place to make communication easier. We solved a few problems such as “the player doesn’t do anything” and “how we make sure you ever encounter any creatures” and it seemed like the game might actually turn out alright! Claire worked tirelessly on miscellaneous assets and painstakingly cutting out photos of the creature frames whilst I moaned that my code wasn’t doing what I wanted. Didn’t have dinner until I left for home with just a few small things to add. So drained, but so worth it!

noteslud

The notes I made through the jam; mostly visual ideas and thankfully no hard problems to solve!

What went well

Surprisingly, the audio turned out really well! I’ve been experimenting a little with audio for a while now and it seems I am more capable than my last two ludum dare entries (many complaints about uncomfortable ears). I supposed it’s a lot easier to create sounds for an eerie submersed environment, but there’s no shame in playing to your strengths! The game itself turned out pretty frickin’ awesome too, despite how thin on the ground any actual ideas were – it was very much designed on the basis of an aesthetic and mood with little consideration to interaction!

What went badly

My motivation waned a lot, mostly because I doubted the idea was going to work out, but sometimes because I wasn’t really sure what I should do next and couldn’t just indulge myself, because it was a team project. Definitely didn’t treat myself well during the jam, stayed up too late and had dinner three hours late on the final day!

Stuff I learnt

Working in a team is great! Although I couldn’t just run free with my own ideas, and had to try hard to be less precious about them, it was great to have Claire’s input to steer the game into the final piece. It’s also really helpful to have someone to tell you the game is awesome when you’re getting down about it.

We should probably have fleshed out the idea earlier – going with the flow is great, but not knowing if it’s going to come together can be really demotivating!

LD25: Double DeConstruction Post Mortem

Posted by
Thursday, December 20th, 2012 3:46 am

My brother sort-of did a post mortem, but I don’t think it fully covered this Ludum Dare and our game Double DeConstruction.

Going into this Ludum Dare, this was my team’s fourth time attempting the Ludum Dare, after failing to create a full game 3 other times. Our spirits were high, although understandably weakened. We came up with, 9-days before the Ludum Dare, a pre-Ludum Dare mini game idea where you’d play some sort of construction vehicle, like a bulldozer, and would run over things as the screen moved, much like the game Robot Unicorn Attack. I decided to not do it to try and save energy for the Ludum Dare. A day or two before the Ludum Dare came, I thought that people might choose End of the World. So we started pondering at the mini game idea, saying that the reason for this vehicle running over things would be because the world is ending and the person operating it doesn’t care what they do anymore.

Come the day of the Ludum Dare, “You are the Villian” is announced. Funny enough, this still fit into the game scenario in a sense. The thing is, I didn’t want to make a Robot Unicorn Attack type game, so I opted in for a top-down shooter. We discussed how to set it up, and while one member was reluctant to do this idea, because they didn’t like the genre, we still did it.

The Ludum Dare jam for us starts at 6PM on Friday and ends at 6PM Monday.

On Friday, we managed to get test objects up and running along with setting up the game states.
On Saturday, we had the player and enemy shooting wrenches out. The battlegroud image was completed and the official sprites were prepared.
On Sunday, we put in the title, character selection, and good/bad ending game states. The AI was also made during this day.
On Monday, in the very early morning I put in the sounds and music, as well as the amount of points you get for the kill to pop up (aka polish).

Title Screen

What went right?

  • Organized steady development in a timely manner
  • We had the game up and running just hours after the announcement
  • Accomplished the retro look we were aiming for
  • Multiple, separate, battle songs for each player and just overall awesomeness handling the music
  • Both characters were fairly balanced during gameplay
  • Got to polish things, like adding points flying in the air when you kill something

What went wrong?

  • Body and arms were supposed to be separate, but due to miscommunication ended up as one piece.
  • The good ending text did not look how I thought it did when I was tired. Being very awake made that very apparent.
  • Didn’t get to improve the character selection screen, which was meant to have stuff moving behind the characters and marque the selected character name.
  • Shipped it out with a game breaking bug that I just fixed a few hours ago. It was that hard to find.
  • Noises were too loud and obnoxious if too many were being sent out. This definitely wasn’t intentional.

In conclusion, we are very happy. I wouldn’t say just happy, it felt more like a sigh of relief that we finally were able to complete the Ludum Dare. I want to do it again, but I honestly don’t know if my team wants to do it again. I think they want to stop doing the Ludum Dare on a good note. Who knows, maybe I might compete in the compo by myself and not the jam with my team next time around. Back on topic, all-in-all, it was a great experience and really taught me some things, namely how good it feels to complete a project. So, until next time…

Cure 48 Post-Mortem and Theme Analysis

Posted by (twitter: @Phantom_Green)
Thursday, December 20th, 2012 3:05 am

Ludum Dare 23 was a huge success for me with Zunzanda, and I said that I would not return to do another LD until my commercial game is done. But I guess I lied. It’s just too much fun to pass up! This marks my 7th LD (I think) and I think I did OK.

With the list of available themes, I picked the top three that I thought would win and began to brainstorm. I had some great ideas for END OF THE WORLD, and I was sure that it would win. Then, when the theme was announced, I just kind of stared at the screen in amazement. I honestly did not even think about YOU ARE THE VILLAIN. I should have, but for some reason it just didn’t pop up. I immediately stood up and began doing random things around the house while my mind raced with ideas. I usually go through this process. Instead of sitting down at the computer and drawing sketches, I just do some mindless task so my brain can sling crazy ideas around.

After enough thought, I decided to do something that I said I’d never do. I made a ‘Zelda clone’ with unoriginal slime creatures as the main enemy. This style of game is very unoriginal and the enemy is ‘easy’ to draw and is a total copy of about a million other games… but in that familiarity I crafted my overall design purpose: to use the player’s own history and tendencies against them. I will explain more about this design approach in the “THEME ANALYSIS” section. Reading that before playing the game will basically spoil the entire purpose of the game… SO GO PLAY IT!

CURE 48

PostMortem

Time, as usual, was the main enemy.

Features that got dropped after day one:

  • Voice acting
  • Elaborate intro and outro scene
  • Bombs to blow up rocks and open new passages
  • ‘Boss Battle’
  • Features / tweaks that got dropped on the last day:

  • More detailed/descriptive cave sequence at the end
  • Branching paths
  • Attractive Title Screen (the one that ended up in the game is hideous, imo)
  • WHAT WENT RIGHT?

    – The music. Cure 48 features two songs… the main theme and the ‘escape’ theme. I used the same instruments for both songs and kept them similar so the change wasn’t jarring. I think it works very well and the main theme is pretty rad.
    – The spriting. I was able to get a fully animated main character that’s generic but somehow not generic at the same time. Enemies are decently animated and have three palette variations. The world tiles are also pretty snazzy except for the walls.
    – The overall ‘purpose’ of the game seems to have been a great success based on the comments I’m getting. More on this will be revealed in the “THEME ANALYSIS” section below.
    – Graphical overlays and special filters. These make the game feel like it’s being viewed inside of an old, crappy monitor. Scan lines and static included.

    WHAT WENT WRONG?

    – CRASHES! My computer kept crashing on the first night and it put me behind by a considerable amount. It ended up being a hardware conflict related to my audio setup. BARF.
    – Much of the mood that I wanted to set got scrapped due to time. This included detailed intro and outro sequences with voice acting to help frame the actual game.
    – Screen transitions are harsh.
    – The sound effects are pretty standard. I wanted to do more unique sounds but I guess it fits.
    – Porting to HTML5. I was hoping this would be simpler but there were just far too many tiny errors that kept piling up. Things like world tiles flickering, audio not being triggered on time, objects and sprites changing at random, and AI not behaving correctly. It just wasn’t worth ironing out all of these bugs, especially when there are just so many other games to play and rate.

    THEME ANALYSIS

    So here’s the part that you shouldn’t read unless you want to be spoiled. If you haven’t played the game… GO PLAY IT NOW! If you’ve already played it, don’t want to, or CAN’T… then feel free to keep reading —->

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