{"author_name":"sydan","cat":"LD #34","comments":[],"epoch":1449852660,"likes":2,"metadata":{"p_key":"12120","p_author":"sydan","p_authorkey":"50347","p_urlkey":"47369","p_title":"I\u2019m in, of course.","p_cat":"LD #34","p_event":"LD34","p_time":"1449852660","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"50347","us_name":"sydan","us_username":"sydan","event_start":"1449792000","event_key":"31","event_name":"LD34"},"text":"<p>If I can do Ludum Dare I will. I&#8217;m back for the compo and hoping to do better than last time. My primary aim is to avoid over complicated mechanics and to bring a simple game from concept to completion.<\/p>\n <p>&nbsp;<\/p>\n <p><strong>Tools:<\/strong><\/p>\n <p>My tools are as follows:<\/p>\n <p>Unity3D v5 \u2013 engine<br \/>\n Visual Studio 2012 \u2013 programming<br \/>\n Blender \u2013 3D modelling<br \/>\n PaintShop Pro \u2013 textures, art, image editing<br \/>\n SAI PaintTool \u2013 digital painting<br \/>\n bfxr \u2013 sound effects (I think, may change)<br \/>\n LMMS \u2013 music<br \/>\n git \u2013 version control<br \/>\n Texture Packer \u2013 spritesheet editor<\/p>\n <p><strong>Code Base:<\/strong><\/p>\n <p>CGS stands for Core Game Systems and it generally contains a bunch of useful tools that help speed up development:<\/p>\n <p>Event driven communication between components<br \/>\n Unit test tools<br \/>\n Save\/load functionality<br \/>\n Numerical \u2018stat\u2019 class that you can apply modifiers to<br \/>\n Physics based character controller<br \/>\n Debugging tools<br \/>\n Time and file utility classes<br \/>\n Zip file of framework code:<\/p>\n <p><a href=\"http:\/\/www.sydan.co.uk\/ludum_dare_34\/cgs\/CGS_v1.0.6.zip\">CGS v1.0.6<\/a><\/p>","time":"December 11th, 2015 11:51 am","title":"I\u2019m in, of course."}