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SOF Postmortem

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PostmortemSack of Flour, Heart of Gold

Bob Rost

 January 28, 2004

98-026 January 28, 2004 Postmortem: Sack of Flour, Heart of Gold 

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Sack of Flour,

Heart of Gold

• About the game

• What went right?

• What went wrong?

98-026 January 28, 2004 Postmortem: Sack of Flour, Heart of Gold 

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About the Game

• Under development primarily June 2001-

May 2002

• Inspired by poorly done rom hacks andDisney half-filled flour sack animationtutorials

• Independent study credit at Carnegie Mellon

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Design

• Designed by the entire team, but overseenby Bob

• Evolved from our own knowledge of gamestereotypes and conventions

•Emphasis on learning the NES and making afun game, rather than creating an engagingor coherent story

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What Went Right

•5 people, 5 main jobs

• Programming, Engineering, Artwork, Music,Level Design

•I could have made a game myself, but itwould not be nearly as good

A team with specialized talents

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What Went Right

• Photoshop, pixel graphics

• Qbasic music

•Game programming

Prior experience with important concepts

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What Went Right

• We all lived on the same floor

• Seeing each other’s work was easy

• Meetings could be any time we were awake

• Seeing each other often made us constantlythink about the game

The team’s physical proximity

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What Went Right

•Quarter-sack joystick demo

• One-screen collision test

• Single enemy test

• Two-screen, multi-screen scroll tests

Testing small cases, building up

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What Went Wrong

• Tool vs GameOne must be designed for the other

• Tool vs UserDesigning the tool vs training the user

• Changing development environment

• migrating assembly to nbasic

• assembly where nbasic wasn’t possible

• making the language easy to implement, rather than

intuitive to use

Creating development tools with the game

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What Went Wrong

• Color restrictions kept changing

• Background tile restrictions

• Designed a much bigger game

• larger levels, 4-way scrolling, supermarket

• space helmet, underwater, dough mech, Broose

• mini bosses, purple monkey with a cape

Unknown platform and time limitations

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What Went Wrong

• Works great in Jnes!

• Graphics glitches in various emulators

•Couldn’t test hardware until the end

Platform testing

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What Went Wrong

•Reverse engineering dev carts

• Memory mappers (MMC1 vs MMC3)

• Chip speeds

• Other graphics problems

Hardware

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What Went Wrong

• Documentation written in bad English, with

bad humor, by people who only sort of know what they’re saying

• Conflicting sources

• No comprehensive documents, only onesdescribing parts of the NES

Research material

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Advice

• Development teams with specialization aregood.

• Scale your design way back, and expand “if you have time”.

• Test on as many platforms as possible.

• Design for what you can already do.

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Questions

98-026 January 28, 2004 Postmortem: Sack of Flour, Heart of Gold