{"author_name": "UrbanLogicGames", "cat": "LD #31", "comments": [], "epoch": 1418083320, "likes": 3, "metadata": {"p_key": "22501", "p_author": "UrbanLogicGames", "p_authorkey": "47523", "p_urlkey": "57875", "p_title": "Nebula", "p_cat": "LD #31", "p_event": "LD31", "p_time": "1418083320", "p_likes": "3", "p_comments": "0", "p_status": "UPD5", "us_key": "47523", "us_name": "UrbanLogicGames", "us_username": "urbanlogicgames", "event_start": "1417737600", "event_key": "26", "event_name": "LD31"}, "text": "<p>Here&#8217;s my Ludum Dare game, I realised at the last minute I hadn&#8217;t actually named it, so I&#8217;ve just called it &#8216;Nebula&#8217; for now.</p>\n <p><a href=\"http://urbanlogicgames.itch.io/nebula\">http://urbanlogicgames.itch.io/nebula</a></p>\n <p>The game places you in command of a lone starship hiding in a nebula with 5 enemy ships. You have to find them using probes, which can scan over a short range. If the probe picks up emissions from an enemy ship it will mark the direction the emissions came from (it should only take 3-4 of these to triangulate the ship&#8217;s position). If an enemy ship falls within the probes inner-radius it&#8217;s exact position will be marked on the grid. Once you think you know where a ship is lurking you can destroy it with torpedoes.</p>\n <p><a href=\"http://ludumdare.com/compo/ludum-dare-31/?action=preview&amp;uid=47523\"><img style=\"width: 100%;height: auto\" src=\"http://flagshipgame.com/images/NEBULA_SCREEN_01.jpg\" alt=\"NEBULA\" /></a></p>\n <p>I didn&#8217;t get as far as I&#8217;d like with it. Enemy ships don&#8217;t have AI and are essentially sitting ducks. The scanner is probably a little too precise, I think some sort of analogue waveform readout with more ambiguity would work better, just didn&#8217;t get a chance to try it. Torpedoes can be customised by allocating power between speed and yield, though admittedly this doesn&#8217;t affect the game as much as I&#8217;d planned.</p>", "time": "December 8th, 2014 7:02 pm", "title": "Nebula"}