{"author_name":"hexagore","cat":"LD #31","comments":[],"epoch":1417870500,"likes":1,"metadata":{"p_key":"24107","p_author":"hexagore","p_authorkey":"34027","p_urlkey":"59509","p_title":"Update #1","p_cat":"LD #31","p_event":"LD31","p_time":"1417870500","p_likes":"1","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>Been awake and working for 6 hours, and have wasted about 2 hours on collision detection related bugs and I&#8217;ve just had half an hour for lunch.<\/p>\n <p>So far all I have is basic proximity boxes that can trigger scripted stuff&#8230; at the moment they&#8217;re just turning doors on and off. Pretty basic mechanic that should really have already been in my game library. Oh well, at least the next Ludum Dare will be easier!<\/p>\n <p>The next step is to implement the rest of the entity types, including the slightly more deadly ones, along with some sort of player death mechanic. At that point it&#8217;ll actually be a game and then all I have to do is make it&#8230; better?<\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/update-1.gif\"><img class=\"alignnone size-full wp-image-409899\" src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/update-1.gif\" alt=\"update-1\" width=\"200\" height=\"116\" \/><\/a><\/p>\n <p>Am pleased with myself that this currently looks terrible, because it means my priorities are in the right order. Last Ludum Dare all I had at this point was one 3d model that I had no idea what I was going to do with. Progress!!<\/p>\n <p>&nbsp;<\/p>","time":"December 6th, 2014 7:55 am","title":"Update #1"}