The ghastly death of Radus is a platformer in which you are a mentally ill person. You suffer of serious paranoia and hallucinations so much that you are closed to your world. In this illusionary universe you will have to face many events before the delicate hand of death takes you away from this living nightmare, but not so simply. Everything around will try to fool you while it falls apart and looses all sense and logic.

vendredi 28 octobre 2011

Early Postmortem

This is the postmortem for the October Challenge, not for the game itself. After two days of full work, we can now take a look back at what we've done, what was good or bad.

What went right

 - Appealing idea
The earl ideas and concept art were appreciated by the other people. It helps a lot to start a project to be encouraged by others!
- Workflow
In two days we created a lot of things. Far more that I imagined. It is certain that Stencyl bugs slowed us but nevertheless we went really fast (we worked 12h+ a day!)

- Powerful tools
We used tools that are really efficient and that we knowed before. This makes a huge difference in the overall developpement. It does not only speeds up the creation process but it kind of motivates more due to the rarity of problems.

What went wrong

- No prototype
Seriously, we had no prototype! This should be easy with the engine(s) that we used, but we never got one. I know how important it is to always have a "working" thing during the developement but we never had something that looked playable.

- Lack of time
On the whole October month we started on the 26th. Looks a bit suicidal, given that we never participated to a Ludum Dare! We started the Design earlier but it's only about 10% of the work!

- No knowledge of the tool (the reason that we left the Challenge)
We, or I sould I say decided to use StencylWorks, because it works on Macs (I never used it before but more than that, I am not the programmer!). So when you use a new tool that gives you a lot of problems, there might be some kind of mistake somewhere!

The last words...
Even if we did not submit our game to the Challenge, I think that we learnt a lot from it, and that is the real purpose of Ludum Dare! :)

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