Postmortem of a Ludumdare 23 Game

Last weekend I decided to take part in Ludumdare 23 Jam. Here is a short postmortem.

The theme was “Tiny World”. After a little brainstorming and inspiration I decided to have a go at making an RTS.

After coming up with a basic list of things to do, I started to work on the engine. Since I wanted the minimum of fuss when it came to actually deploying the game, I decided to try out NME, a flash-like API written in haXe which describes itself as a “a free, open-source framework that enables development for iOS, Android, webOS, BlackBerry, Windows, Mac, Linux and Flash Player from a single codebase” - perfect!

While the “game” ended up being a complete unsubmittable disaster, I still found the experience to be quite insightful.

TinyConquer

What went right

After a few hours I managed to get a basic prototype working with a unit and walls. At this stage, the unit merely moved towards the mouse cursor and collided against the walls. Next came unit-unit collision, which turned out to be a bit more complicated since I decided to use arbitrarily sized bounding boxes.

Path finding ended up being the simplest thing to implement. For this I used AStar. While initially I stumbled across a rather insightful article with illustrations, I eventually turned to a more helpful article on wikipedia which filled in the gaps.

At the end of the second day, after asking myself “am I really having fun making this?”, I decided not to continue. In the end all I really got implemented was a simple map with units that moved around walls.

What went wrong

Collision detection

It’s easy to write code to determine if a collision has occured. It’s another thing to handle what happens after a collision has occured. While I managed to eventually ironed out most of the issues with the tile collision, later on I found there were still problems if the unit entered a tile incorrectly where it could get stuck.

Simulations are hard to debug, especially when you add in movement and collision. Knowing how annoying buggy collision detection is, I really wanted to get this solid and ended up spending far too much time resolving collision and movement issues.

TinyConquer

NME wasn’t that great

One of my biggest problems was with NME. Not only did I find drawing to be CPU intensive, I stumbled across a rather odd bug with rotations in the HTML5 target. As soon as an element was rotated, the transform for both the sprite and its children became incredibly screwed up. This did not occur in any of the other targets tested.

In addition later on while it worked fine in Chrome and Firefox, Safari was a different matter: I encountered tons of scripting errors and even made it crash!

Finally of note is that text drawing didn’t work properly in the neko target. While I ended up not needing to draw text, it still put a dampner on things.

Loss of motivation

To start off with, while I hyped myself up beforehand I found that when it came to it, I wasn’t really “in the zone”. This made progress much slower than expected. Half-way through, I started to REALLY loose motivation and ended up procrastinating a lot. Coupled with bumping into silly implementation issues, this really killed development. Realy, I underestimated the effort required to implement something like an RTS from scratch.

In the end, While my game made for a nice tech demo with prototype vector graphics, it was distinctly lacking in gameplay.

To Conclude

Using something you don’t know well in a development contest is a recipe for disaster. Having not used NME before, I wasn’t quite sure how certain things worked so I was constantly looking back and forward through the documentation.

In comparison had I used something like Unity, 99% of the underlying functionality would already have worked leaving me to work more on the gameplay and art elements which are far more important for a game.

When developing a game, getting gameplay in ASAP is a must. Without it, all you are really staring at is a tech demo, not a game.

For something like Ludumdare, simpler is better. While an RTS is conceptually simple, the underlying framework isn’t. Looking at some of the entries, a lot of the better ones are based on simpler gameplay concepts or backed by powerful game engines.

Finally, it’s worth remembering that most of the time, a good game isn’t made in a day. In fact, a good game can take years to create. So don’t treat Ludumdare as a way of making a new cool hit game. It probably isn’t going to happen.

For reference, I have put up the code to the “game” up on github.