{"author_name":"Devastus","cat":"LD #37","comments":[],"epoch":1481477220,"likes":1,"metadata":{"p_key":"1683","p_author":"Devastus","p_authorkey":"500478","p_urlkey":"36551","p_title":"Progress?","p_cat":"LD #37","p_event":"LD37","p_time":"1481477220","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1481241600","event_key":"81","event_name":"Ludum Dare 37"},"text":"<p>Yeah, so, not much done with the graphics as of yet (gonna be a long night), but the mechanics are starting to look like something!<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/12\/Dethroned1.gif\"><img class=\"alignnone wp-image-594024 size-full\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2016\/12\/Dethroned1.gif\" alt=\"\" width=\"561\" height=\"418\" \/><\/a><\/p>\n <p>I did the basic mistake of trying to do things much fancier than necessary, and ended up rewriting a lot of the stuff, so there went the first 12 hours of the first day down the drain. Safe to say, no streaming for me in this hurry.<\/p>\n <p>Since the game works in sequences, I decided to change things into running everything through nested Coroutines, which is something I haven&#8217;t really done too often. Also, Mecanim StateBehaviours are a handy tool I didn&#8217;t really remember existing.<\/p>\n <p>So mostly I&#8217;ve been doing the general things under the hood. Next up is the stuff that makes things look less crap. Oh yeah, sound design and music too. God damnit.<\/p>\n <p>I really hoped I&#8217;d have enough time to create some special shaders and FX for this to really get the vision through, but I reckon we&#8217;re better off just going with the basics here.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/2d-unity\/\" rel=\"tag\">2d unity<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/unity\/\" rel=\"tag\">unity<\/a><\/p>","time":"December 11th, 2016 12:27 pm","title":"Progress?"}