{"author_name":"hexagore","cat":"LD #31","comments":[],"epoch":1417905180,"likes":3,"metadata":{"p_key":"23718","p_author":"hexagore","p_authorkey":"34027","p_urlkey":"59117","p_title":"Update #2 \u2013 End of Day One!","p_cat":"LD #31","p_event":"LD31","p_time":"1417905180","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"34027","us_name":"hexagore","us_username":"hexagore","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>What a day&#8230; this Ludum Dare I wanted to use Blender as a level editor for my Three.JS engine to play with:<\/p>\n <p>It worked!<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-06-at-23.57.51.png\"><img class=\"alignnone size-medium wp-image-412403\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-06-at-23.57.51-300x181.png\" alt=\"Screen Shot 2014-12-06 at 23.57.51\" width=\"300\" height=\"181\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-06-at-23.57.51-300x181.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-06-at-23.57.51-550x332.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-06-at-23.57.51.png 1089w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><br \/>\n <\/a><br \/>\n It&#8217;s super, super hacky but I was able to use bones as entity data, where the first bone in a chain had the type and location of an entity, then I used child bones to indicate other parameters. This way I could configure the size of doors, the paths of entities, the size of things etc.<\/p>\n <p>This is the end of the first day for me and I am ecstatic to be able to say I have my game&#8217;s level fully designed and playtested. It takes about 10 minutes to beat so that feels about right.<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-07-at-00.17.13.png\"><img class=\"alignnone size-medium wp-image-412407\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-07-at-00.17.13-300x181.png\" alt=\"Screen Shot 2014-12-07 at 00.17.13\" width=\"300\" height=\"181\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-07-at-00.17.13-300x181.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/Screen-Shot-2014-12-07-at-00.17.13-550x332.png 550w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><br \/>\n <\/a><\/p>\n <p>Tomorrow morning I&#8217;ll be doing the sound effects and music first (so easy to overlook), then it&#8217;s polish time &#8211; as much shiny as I can squeeze in in the time remaining. It&#8217;s taken all my willpower not to try to do something about the dreadful graphics today. I added no shaders, no parallax effects, no particles, no textures, no lights. The geometry, other than the collision mesh, is just what Three.JS lets you generate procedurally. I am growing as a person by embracing my inner programmer artist.<\/p>\n <p>TIME FOR SLEEP.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/blender\/\" rel=\"tag\">blender<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/development-screenshot\/\" rel=\"tag\">development screenshot<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/development-update\/\" rel=\"tag\">development update<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/three-js\/\" rel=\"tag\">three.js<\/a><\/p>","time":"December 6th, 2014 5:33 pm","title":"Update #2 \u2013 End of Day One!"}