{"author_link": "/users/ashley-pringle", "author_name": "Ashley Pringle", "author_uid": "ashley-pringle", "comments": [], "epoch": 1524402516, "event": "LD41", "format": "md", "ldjam_node_id": 88556, "likes": 4, "metadata": {"p_key": "111129", "p_author": "Ashley Pringle", "p_authorkey": "1081373", "p_urlkey": "327063", "p_title": "Quick update", "p_cat": "LDJam ", "p_event": "LD41", "p_time": "1524402516", "p_likes": "4", "p_comments": "0", "p_status": "WAYBACK", "us_key": "1081373", "us_name": "Ashley Pringle", "us_username": "ashley-pringle", "event_start": "1524182400", "event_key": "72", "event_name": "LD 41"}, "node": {"_collation": {"body_sanitizer": "TextUtils::SanitizeHTML via existing importer", "event": "LD41", "removed_author": false}, "_superparent": 73256, "_trust": 1, "author": 81373, "body": "I made a really significant decision yesterday and it took my game from \"hm I don't know if this is possible\" to \"OHHHHHHHH ya\" almost immediately.\n\nI was wrestling with pathfinding, AI getting stuck on blocks and acting weird. I have a good idea of how to set up pathfinding that would work, but I knew I wouldn't have enough time. It was just too much new, unfamiliar coding.\n\nSo I did what is always the best choice: hacked in a very dumb solution. Instead of trying to make the enemies move around obstacles, I made it so that all walls are destructible and the enemies are always shooting, so if they get stuck on a wall they'll eventually just shoot their way out of it. I've used this trick in the past, specifically in a 7DRL jam game called Stay Strong. It worked then and it worked now! The Royale We is shaping up to be the chaotic mess of a game I wanted it to be!", "comments": 0, "created": "2018-04-22T13:01:17Z", "files": [], "files-timestamp": 0, "id": 88556, "love": 4, "love-timestamp": "2018-04-22T14:53:14Z", "meta": [], "modified": "2018-04-22T14:53:14Z", "name": "Quick update", "node-timestamp": "2018-04-22T13:08:36Z", "parent": 81374, "parents": [1, 5, 9, 73256, 81374], "path": "/events/ludum-dare/41/the-royale-we/quick-update", "published": "2018-04-22T13:08:36Z", "scope": "public", "slug": "quick-update", "subsubtype": "", "subtype": "", "type": "post", "version": 241252}, "node_metadata": {"n_key": "88556", "n_urlkey": "327063", "n_parent": "81374", "n_path": "/events/ludum-dare/41/the-royale-we/quick-update", "n_slug": "quick-update", "n_type": "post", "n_subtype": "", "n_subsubtype": "", "n_author": "81373", "n_created": "1524402077", "n_modified": "1524408794", "n_version": "241252", "n_status": "WAYBACK"}, "source_url": "https://ldjam.com/events/ludum-dare/41/the-royale-we/quick-update", "text": "I made a really significant decision yesterday and it took my game from \"hm I don't know if this is possible\" to \"OHHHHHHHH ya\" almost immediately.\n\nI was wrestling with pathfinding, AI getting stuck on blocks and acting weird. I have a good idea of how to set up pathfinding that would work, but I knew I wouldn't have enough time. It was just too much new, unfamiliar coding.\n\nSo I did what is always the best choice: hacked in a very dumb solution. Instead of trying to make the enemies move around obstacles, I made it so that all walls are destructible and the enemies are always shooting, so if they get stuck on a wall they'll eventually just shoot their way out of it. I've used this trick in the past, specifically in a 7DRL jam game called Stay Strong. It worked then and it worked now! The Royale We is shaping up to be the chaotic mess of a game I wanted it to be!", "title": "Quick update", "wayback_source": []}