{"author_name":"spoon","cat":"LD #34","comments":[],"epoch":1450021560,"likes":0,"metadata":{"p_key":"10622","p_author":"spoon","p_authorkey":"4190","p_urlkey":"45855","p_title":"My first progress update on my first Ludum Dare game!","p_cat":"LD #34","p_event":"LD34","p_time":"1450021560","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"4190","us_name":"spoon","us_username":"spoon","event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>So I&#8217;m almost done with all my core mechanics of my game.<\/p>\n <p>[404]<\/p>\n <p>The game is a space shooter with a twist: your ammunition is scattered over the map and you have to constantly fly around picking it up.<br \/>\n There&#8217;s multiple enemies, health power up and all menus and sounds are working.<br \/>\n I wanted to implement multiple scripted levels, but with around 6-7 hours left (I want to go to sleep at a normal time), I will have to opt out for a procedurally generated horde mode with waves.<\/p>\n <p>I changed my decisions as to the tools I was going to use at the last minute, and opted with allegro.js instead of Unity.<br \/>\n This meant that I had to write a lot of features that Unity would had already implemented, but it also meant that I was able to create a more lightweight game, and I didn&#8217;t had to deal with unnesesary stuff or wonky physics.<br \/>\n My code isn&#8217;t the greatest &#8211; it loses some framerate here and there, so I hope I&#8217;ll be able to optimise the code.<\/p>\n <p>There&#8217;s still time and let&#8217;s hope I will be able to playtest, bugfix and polish the game some more.<br \/>\n Overall I&#8217;m having a great time and I hope I will be able to finish my game in time for the compo!<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/ld34\/\" rel=\"tag\">ld34<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/progress\/\" rel=\"tag\">progress<\/a><\/p>","time":"December 13th, 2015 10:46 am","title":"My first progress update on my first Ludum Dare game!"}