Posts Tagged ‘wilhelm’

Wilhelm’s Escape post-mortem

Posted by (twitter: @@glovecat)
Friday, January 3rd, 2014 6:37 am

If you don’t play the game yet, please, play it before read this post-mortem. It only takes 2 minutes.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=28794

Brainstorming (Saturday 8:00  – 11:00 GMT +1)

We met at 8:00 and started to generate ideas. We rejected some of those ideas because they were unviable, boring, or absurd.

We decided to use the point’n’click game mechanic. The main character awakes bewildered and locked in a room. He only gets one object at a time and he can interact with the scenery objects to escape from there.

Finally, we decided that the main character will never survive and his life will always end by a shoot. Nevertheless, in the end we gave more variety to the game and we decided to add different deaths. With this, the user gets addicted to the game, trying to save Wilhelm from his fatal destiny, making a 2 minute game so much longer.

todas-las-muertes01

Pre-production (Saturday 11:00 – 15:00 GMT +1)

Once we chose the mechanic and the details of the gameplay we started to develop the idea and we planed it in different tasks.

  • Marina & Juanlu (designers) split their work in stage and main character. They used Spine (Esoteric Software) to make all the animations.
  • Chema & Carlos (programmers) worked with LibGDX (Java/LWJGL). Chema worked in front-end (graphics and cool things) and Carlos worked in back-end (state machine and controllers)
  • Ricardo started to work in music and sfx.

todas-las-muertes02

Production & Testing (Saturday 15:00 – Tuesday 3:00 GMT +1)

At this stage we developed all the stuff that we decided before. But we had to make some changes due to the short time.

In the beginning all the deaths had its own animation, but this was unviable, because of that we decided that only the original death (The shoot one) would have animation. The final solution was that the light turned off, the character died and then the light turned on again; showing to the player the corpse of Wilhelm. This is why we decided that the main character use the Wilhelm scream, and gave that name to the main character.

We decided that all the action and reaction would have their sound effect to represent the unseen deaths. The ambient sound was wind, rain, thunders and our lovely neighbour dog. In addition we recorded some nonsense speaking lines.

Scape

During the develop of Wilhelm’s Escape:

  • A Spanish Omelette died.
  • A few campero sandwiches were devoured (an spanish sandwich)
  • Poor quality chinese food.
  • 5 litres of coffee
  • 1.6 litres of energy drink
  • 2 litres of beer
  • Snacks
  • 1 kg of pasta
  • A couple of pizzas
  • A lot of hours of music
  • No dog was harmed.

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