{"author_name":"Scipio Xaos","cat":"LD #29","comments":[],"epoch":1398552780,"likes":0,"metadata":{"p_key":"31439","p_author":"Scipio Xaos","p_authorkey":"7742","p_urlkey":"66931","p_title":"LD #29 \u2013 Update 2 \u2013 24 Hour Recap","p_cat":"LD #29","p_event":"LD29","p_time":"1398552780","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"7742","us_name":"Scipio Xaos","us_username":"scipio-xaos","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>So I&#8217;ve done a bunch of coding (just like last time) and again nothing to show for it. \u00a0I&#8217;ve completely upgraded how I do level loading from how I did it in One Jump and this year&#8217;s entry will have a much more customizable level (if you try to hack the jar like I know someone did last time \ud83d\ude1b ). \u00a0While promoting usability, this feature also makes it easier to build the level since all it takes to make a change is to change a file or two and the updates can be seen almost immediately.<\/p>\n <p>So&#8230; 24 hours down, here&#8217;s what&#8217;s accomplished:<\/p>\n <ul>\n <li>Some GUI development (If more was done I could start the game! \ud83d\ude00 )<\/li>\n <li>Most of the Level Loading code (A complete revamp from last the last Ludum Dare entry to make it more feasible to make levels)<\/li>\n <\/ul>\n <p>Things left to do:<\/p>\n <ul>\n <li>Get the bloody game running.\n <ul>\n <li>That&#8217;s most of the mechanics.<\/li>\n <li>Entity Interaction and AI.<\/li>\n <li>Winning &amp; Losing Conditions<\/li>\n <\/ul>\n <\/li>\n <li>Make most (all) of the entities.<\/li>\n <li>Make the map and the tiles.<\/li>\n <li>Add sound.<\/li>\n <\/ul>\n <p>So.. yea&#8230; the next 48 is gonna be fun. \u00a0(And hopefully I&#8217;ll have some screenshots to post by then.. \ud83d\ude1b )<\/p>","time":"April 26th, 2014 5:53 pm","title":"LD #29 \u2013 Update 2 \u2013 24 Hour Recap"}