Ludum Dare 4th 48 hour Game Development Competition Entry by Jetro Lauha (tonic) http://jet.ro Theme: "Infection" Entry name: "Pathogen Warrior" Post Mortem (written after the competition but before new releases) This was the second time I entered the 48 hour compo, although this was the first time I actually had the weekend reserved mostly for this. Last time I was in such a hurry that I only had about 12 hours to work on an entry. I started working on my entry about 7-8 hours after sleeping quite late. The compo had begun in middle of the night but I didn't bother to be around at that time. Initially I spent a little while just scribbling different ideas I could work on, going through all the most obvious ones, of course. After the brainstorming session and discarding the most obvious, I had about four rough base ideas or directions for a game. At that point I decided that I could take something from three of them combined into one. My initial plans were much larger and heavier as usual. I first thought I would make the game much more "map centric" with quite a few strategic game play features, so that there would also be a frequently occurring sub game which would have been what the main game actually is in the result. Because of this I initially wasted time in search of different map graphics and images from the web, which I could then use as reference when drawing the graphics. After a few hours I decided that all my plans were probably too much to implement in the available time frame, at least if I wanted to spend time on tuning the visual quality as well. I decided that it was better to concentrate on implementing primarily only the sub game. I think this was quite appropriate time to do such change, since I hadn't yet implemented anything game play specific, so the only thing I lost was some time spent on web research relating to world maps with information and statistics about cities. Developing the game went sufficiently smoothly, although I still had to perform minor bug hunts a few times. This was the first time I have ever made a hexagon tile map in a game, so it was a new experience for me. And I'm glad that I chose to do that, since it was a nice thing to try out at the same time. Keeping the amount of required assets low was a very good idea. This enabled me to make the visual look moderately good. Unfortunately I made the mistake of not testing the game on more than one computer. I should have done that, or alternatively I should have given out preview versions for people to test I left the adding of different levels a bit late, so I didn't really have much time to tune the difficulty of the game. Some of the later levels may feel quite hard because of this, although I know now that the game has been played at least up to the 31st level. I actually made and added the background music before adding the levels. It would have been probably beneficial to add the levels etc. first, although doing the music stuff was a nice small break from coding the game features. Since I started a bit late and stopped way before the deadline, the total amount of "being in compo mode" for me was around 32 hours. If sleeping, taking a shower, eating and such stuff is subtracted from that, active developing time is probably around 24 hours. I think the result is quite nice and I'm sufficiently pleased with it. Of course I would have liked to tune it further before submitting the final version, but I feel that I could still put in all the most important pieces. What went right: - Made game design decisions and changes early enough. - OOP design helped to manage the game structure. - Saved development time by using already available libraries which were allowed in the rules. This includes usage of SDL, SDL_image and SDL_mixer libraries as well as usage of STL containers. - Game design did not need a lot of assets. - Trying to keep chatting on #ludumdare to a reasonable amount so that it wouldn't distract me too much from developing the game. - Took a few small breaks from coding, for example to discuss about the game with my wife or to drink some coffee. Sleeping a bit was also a good thing. - Picked an interesting topic for game design, which wasn't just an rehash from what I have done before, but allowed me to learn something new at the same time. What went wrong: - Spent time too early on finding reference material for graphics and other information, which I didn't eventually really need that much. - I hadn't updated the SDL and additional libraries before the competition but still wanted to upgrade to the latest versions before starting to work with them, so I wasted some time doing that. - Not having possibility to work until the deadline of the game, which resulted in perhaps slightly too big difficulty level for later levels. And lack of sound effects and high score list. - Didn't test on more than one computer and didn't give out any preview versions. Because of this the game is too dark on some systems since I had the development computer monitor set a bit too bright. Some random stats: - 1 PC (1.3 GHz Athlon, GF4Ti and TFT monitor set too bright) - 32 hours of time (including sleeping, eating, etc.) - Some food, juice, coke and coffee - 68 KB of source code (2795 lines, 21 files) - 40 KB of graphics (11 png files) - 97 KB of music (one module music file) ---- $Id: postmortem.txt,v 1.1 2004/06/27 20:06:26 tonic Exp $