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	<title>selene tan &#187; postmortem</title>
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		<title>Post-Mortem: SEEK*TOR</title>
		<link>http://selenetan.com/2009/12/post-mortem-seektor/</link>
		<comments>http://selenetan.com/2009/12/post-mortem-seektor/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 03:12:00 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[ludumdare]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[seektor]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=58</guid>
		<description><![CDATA[So this was my first Ludum Dare. I did the Global Game Jam back in February, so I had some idea of what to expect, although the GGJ was teams rather than solo. One thing I do regret is not interacting more with the community–IRC, Twitter, etc. I could have used more feedback than I [...]]]></description>
			<content:encoded><![CDATA[<p>So this was my first Ludum Dare. I did the Global Game Jam back in  February, so I had some idea of what to expect, although the GGJ was  teams rather than solo. One thing I do regret is not interacting more  with the community–IRC, Twitter, etc. I could have used more feedback  than I got, instead of relying almost entirely on my husband’s comments.<br />
Friday night I spent brainstorming ideas and thinking over mechanics.  Saturday morning I started coding. By late afternoon / early evening, I  had the major mechanics implemented, but it wasn’t fun. At that point  the turrets were just yellow diamonds (and they were warp portals which  your cyan circle teleported between), and the hint circle always  disappeared before you could fire again.</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen_old01-300x225.jpg" alt="Screenshot of older version of SEEK*TOR" width="300" height="225" /><br />
Screenshot of older version of SEEK*TOR</p>
<p>The best thing that happened for the game occurred when I sent my  Saturday prototype to a friend for feedback. He told me two very  important things:</p>
<ol>
<li> He had the most fun figuring out where the hint circles intersected</li>
<li>He wanted to know why you had to aim and fire to reveal the map  instead of just placing light bulbs around the “platforms” (yellow  diamonds)</li>
</ol>
<p>So I made the hints persist but fade over time. That means you can  see the hint circle intersections, but the screen doesn’t become  overly-cluttered with old hint circles. It also means the aiming  mechanic is important, since if you take too long, the previous hint  will have faded away. I also changed the theming of the game so that the  portals became turrets and you selected a turret to fire from, rather  than teleporting between them.<br />
Sunday was mostly a day of polish. The big feature changes were  implementing multiple levels, scoring, and flare limits. I also added  the start, game over, and between-level screens, made the graphics,  (such as they are–hooray for GlowFilter!) composed a background track,  and created the sound effects.<br />
In the end, I was successful in terms of having a pretty-much  finished game at the end. On the other hand, seeing some of the other  entries, I kind of wish I’d done something a little more ambitious…<br />
Things that worked out:</p>
<ol>
<li>Using abstract glow-y vector graphics instead of trying to draw. (I  spent about 20 minutes attempting to draw a single turret before  deciding my time was better spent elsewhere.)</li>
<li>The game selects from 4 (hand-crafted) turret layouts and randomizes  the enemy and player locations. That turned out to be enough  randomization that I didn’t need to make a turret layout generator. In  fact, I only just realized that I left the game in debug mode where it  always chooses the same turret layout.</li>
</ol>
<p>Things that didn’t work out:</p>
<ol>
<li>When I started, I implemented everything in one file just to see if  the core mechanic would work. I made such a mess of my code that I spent  hours late Saturday night moving code around so I could add levels.  Spending hours working on code without actually adding new  functionality–even regressing at times–was very hard on my morale.</li>
<li>I spent too long trying to make my git history tidy. I’d keep  forgetting to add a file to the commit or not commit for a while and  wind up with a gigantic commit that involved 3 features and all the  source files. Then I’d try to figure out how to break up or revise the  commits. (And how to use vim, since that’s the default git editor…)  Given that I never had to revert to a previous version, it was kind of  silly of me.</li>
</ol>
<p>Tools and Libraries Used:</p>
<ol>
<li>FlashDevelop</li>
<li>TweenLite</li>
<li>git</li>
<li>ACID Music Studio</li>
<li>Free VSTi soft synths: <a href="http://www.greenoak.com/crystal/">Crystal</a>,  <a href="http://www.bostreammail.net/ers/lazysnake.html">LazySnake</a>,  and <a href="http://www.bostreammail.net/ers/ersdrums.html">ErsDrums</a></li>
<li>Audacity</li>
<li>sfxr</li>
</ol>
<p>(cross-posted from <a href="http://www.ludumdare.com/compo/2009/12/14/post-mortem-seektor/">Ludum Dare</a>)</p>
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