{"author_name":"Newt_","cat":"LD #29","comments":[],"epoch":1398517440,"likes":1,"metadata":{"p_key":"31909","p_author":"Newt_","p_authorkey":"34427","p_urlkey":"67408","p_title":"Progress Report 3: Buried Treasure*","p_cat":"LD #29","p_event":"LD29","p_time":"1398517440","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"34427","us_name":"Newt_","us_username":"newt_","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>I&#8217;ve now implemented a system for assigning various items to be contained in each block of ground. There are 4 lists of items at the moment: common, uncommon, rare,\u00a0 and very rare. When a new map is generated, each tile is assigned an item. Items in the &#8220;common&#8221; list have the highest chance of being picked, all the way down to &#8220;very rare&#8221;. If no item is picked, the tile is assigned &#8220;nothing&#8221;. I will absolutely need to tweak this, as in my last dig I dug up two holy grails. \ud83d\ude1b<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/revealing.png\"><img class=\"alignnone  wp-image-345547\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/revealing.png\" alt=\"revealing\" width=\"574\" height=\"300\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/revealing-550x287.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/04\/revealing.png 1338w\" sizes=\"(max-width: 574px) 100vw, 574px\" \/><\/a><\/p>\n <p>Now that I&#8217;ve got the framework laid out, off to learn how to create decent textures! Away!<\/p>","time":"April 26th, 2014 8:04 am","title":"Progress Report 3: Buried Treasure*"}