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CAVES OF INSANITY - Post-mortem

Posted by philhassey

Well, not much to say about this entry … I used pygame which was a good choice as usual.  I broke my level into MVC components, which really didn’t matter much, but it was interesting to do.  (I’ve usually done my games as just a single blob.)  It didn’t take any more or less time to do, so I guess I might as well do it, since it makes enhancing a game that much easier.  (Galcon is just one big blob and it’s somewhat painful to work with sometimes.)

The gameplay was the first okay idea I had.  I think half the fun is not playing the game, but messing around with making a million fuses go.  Originally I had it so you could set up your fuses and then light them yourself, but the gameplay seemed pretty slow.  I made the fuse auto-light to give it a more arcade feel, which I think worked.  However, the gameplay isn’t really “great” but I think it’s passable.

I had most of my fun drawing the backgrounds for the game.  I figured since the gameplay wasn’t the strong point I’d go for broke on art.  However, I’ve been in a bad mood about python+C integration the last few weeks so I didn’t feel like writing a particle engine in C, so my explosions ended up being really sorry.  I wish I understood blender so I could render stuff with that, but I don’t use it often enough to retain memory of how to use such a crazy interface.

My sound is usually a pretty strong point.  This time it was a bit weak, I just cranked out a chord progression.  I had some intentions of adding in a viola track over that, but didn’t feel like it.  The sfx were made with SFXr of course.  Really cool tool!  It saved me the bother of recording my handmade effects, which since I was feeling lazy was good.  I prefer to make my own, but it was nice not to have to this time.

Anyway, that’s about it.  Hope you had fun with the game.

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