Post-Mortem - Johnny's Flipbook Space Adventure
Another Ludum Dare, another Post-Mortem. This one is about the recent Ludum Dare 42 events and the development of my game Johnny’s Flipbook Space Adventure.
The Days Up To Theme Announcement
I was looking forward to LD42 for months, until about a week before the start. For some reason, I was not hit with the normal excitement, and decided that it may be time to take a break… after all, I did 5 LDs in a row and I am currently working on my pet project. I decided to press on and go through voting for themes.
Honestly, I wasn’t a fan of most of the themes to make the finals and when the theme was announced, I decided that its probably a good idea to take a break. Even though I was “out”, I was still thinking of a game, and about 6 hours later my game just came to me and I was in! At this time it was well after midnight so I decided to go get some rest and start early the next morning. By the time I got started, I was over 12 hours behind, but I was determined to ramp up and get to work.
Day 1 for me was actually Day 2 of Ludum Dare. I decided for the theme I was going to use hand drawn images and animate them in a flip book style. I used Adobe Photoshop Sketch (which I never used before) on my iPad to draw 5 images for each sprite, and animate them in a loop. It came out very nice.
I scanned some graph paper as a background image. I also scanned a piece of paper that I tore a hole into. Originally, this was going to be used when the player’s ship shoots an alien ship… I wanted the hole to appear at the spot where the alien ship was destroyed, but this was becoming quite a challenge. There was a lot of overlap with other holes and existing alien ships, and that was causing a lot of physics issues that I just could not work around. It also made the game a bit frustrating to play.
I decided instead to “tear” a hole in the paper between levels. That seem to work and made game play fun and challenging.
By the end of the day, I had a pretty solid space shooter with some audio in place. Since I was pretty far into development at this point, I decided to call it for the day, and pick it up again the next day.
It’s not Sunday 8:00am EST. There is 10 hours of Ludum Dare left, but I was in a good position. I completed the audio, using Audacity and Adobe Audition (another tool I never used before) to make my voice more child-like, created the title screen, and back story, and after a bit of play-testing, it was time to submit.
What Went Well
- Normally, it is a bit of a task to come up with something I want to develop and is fun to play. This time, the game idea just came to me so easily. This was a game I really wanted to make! That was an incredible motivator.
- During development, I actually learned how to use 2 applications I never used before (Adobe Audition and Adobe Photoshop Sketch). I’m not a pro with them, but they are 2 more tools in the tool belt.
- I made all the audio with my voice, and it was fun!
What Could Have Gone Better
- I’m not really sure… this is a tough one. My original ideal of ripping holes when alien ships were destroyed was costing me a lot of time. Same with my lack of enthusiasm during the start. I did turn these into positives and I think it helped me create a game I really enjoyed programming and playing.