{"author_link":"\/users\/lmb","author_name":"LMB","author_uid":"lmb","comments":[],"epoch":1512262383,"event":"LD40","format":"md","ldjam_node_id":63250,"likes":1,"metadata":{"p_key":"103440","p_author":"LMB","p_authorkey":"1048918","p_urlkey":"319213","p_title":"Metal Fear: End of Day One","p_cat":"LDJam ","p_event":"LD40","p_time":"1512262383","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1048918","us_name":"LMB","us_username":"lmb","event_start":"1512086400","event_key":"70","event_name":"LD 40"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD40","removed_author":false},"_superparent":49883,"_trust":8,"author":48918,"body":"Some 15 hours since my first commit, it's time to get some rest. This is my first time game jamming -- I didn't thought it was so tiring!\n\n![004-Henchman_shooting.png](\/\/\/raw\/61f\/b\/z\/9c0e.png)\n\nNice progress today, I am happy. Features implemented since the last update:\n\n* Magnets are fully functional\n* Add generic obstacles; for now, just bushes (which can stop bullets, oh well)\n* Foes can follow a patrol path\n* Foes can see the player, in which case they will fire the alarm and enter in their aggressive mode\n* Foes have a rudimentary AI for the aggressive mode\n* Player can get hit and hurt (though he doesn't actually die)\n\nMain points for tomorrow:\n\n* Implement the \"the more metal you have...\" mechanic\n* Implement a three-level alarm system\n   * Including spawning enemies\n* Implement multiple screens\/sectors\n* Make the game winnable\/losable\n\nImportant additional stuff (if time allows):\n* SFX\n* Music\n* Better visual effects\n","comments":0,"created":"2017-12-03T00:38:18Z","files":[],"files-timestamp":0,"id":63250,"love":1,"love-timestamp":"2017-12-03T01:04:04Z","meta":[],"modified":"2017-12-03T01:04:04Z","name":"Metal Fear: End of Day One","node-timestamp":"2017-12-03T00:53:03Z","parent":52419,"parents":[1,5,9,49883,52419],"path":"\/events\/ludum-dare\/40\/metal-fear\/metal-fear-end-of-day-one","published":"2017-12-03T00:53:03Z","scope":"public","slug":"metal-fear-end-of-day-one","subsubtype":"","subtype":"","type":"post","version":164980},"node_metadata":{"n_key":"63250","n_urlkey":"319213","n_parent":"52419","n_path":"\/events\/ludum-dare\/40\/metal-fear\/metal-fear-end-of-day-one","n_slug":"metal-fear-end-of-day-one","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"48918","n_created":"1512261498","n_modified":"1512263044","n_version":"164980","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/40\/metal-fear\/metal-fear-end-of-day-one","text":"Some 15 hours since my first commit, it's time to get some rest. This is my first time game jamming -- I didn't thought it was so tiring!\n\n![004-Henchman_shooting.png](\/\/\/raw\/61f\/b\/z\/9c0e.png)\n\nNice progress today, I am happy. Features implemented since the last update:\n\n* Magnets are fully functional\n* Add generic obstacles; for now, just bushes (which can stop bullets, oh well)\n* Foes can follow a patrol path\n* Foes can see the player, in which case they will fire the alarm and enter in their aggressive mode\n* Foes have a rudimentary AI for the aggressive mode\n* Player can get hit and hurt (though he doesn't actually die)\n\nMain points for tomorrow:\n\n* Implement the \"the more metal you have...\" mechanic\n* Implement a three-level alarm system\n   * Including spawning enemies\n* Implement multiple screens\/sectors\n* Make the game winnable\/losable\n\nImportant additional stuff (if time allows):\n* SFX\n* Music\n* Better visual effects\n","title":"Metal Fear: End of Day One","wayback_source":[]}