{"author_name":"SharkApple","cat":"LD #25","comments":[],"epoch":1355734080,"likes":1,"metadata":{"p_key":"47755","p_author":"SharkApple","p_authorkey":"5423","p_urlkey":"83420","p_title":"BAM!","p_cat":"LD #25","p_event":"LD25","p_time":"1355734080","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"5423","us_name":"SharkApple","us_username":"sharkapple","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>We have a playable game on our hands!<\/p>\n <p>http:\/\/1337.pro\/Shared\/LudumDare\/LairDefense.apk<\/p>\n <p>I played pretty fast and loose with memory allocation (since it&#8217;s Java, you never have to think about memory allocation, right??) and the code has comments such as this:<\/p>\n <p><span style=\"color: #008000\">\/\/This is what we in the industry call &#8220;Big &#8216;O&#8217; of N squared<\/span><\/p>\n <p>but it should work on just about any Android phone from the last year and a half (has it really been that long since my first finished Ludum Dare attempt?\u00a0 For that one, the same exact engine required a top of the line Nexus One)<\/p>\n <div>\n <p><strong>Remaining:<\/strong><br \/>\n <del> \u2013 Actual projectile functionality<\/del><\/p>\n <p><del>&#8211; Building units (about a third done already)<\/p>\n <p><\/del>&#8211; <del>Displaying unit HP<\/del> (Feature Cut)<\/p>\n <p><del>&#8211; Displaying attack notification text that fades away<\/del><\/p>\n <p>&#8211; <del>Showing that a unit was attacked by flashing it or something<\/del> (Feature Cut)<\/p>\n <p>&#8211;<del> Pathing\/collision<\/del> (Feature Cut, clipping disabled)<\/p>\n <p><del>&#8211; End game conditions<\/del><\/p>\n <p><del>&#8211; Detecting unit death<\/del><\/p>\n <p>+ Game Balance<\/p>\n <p>&nbsp;<\/p>\n <p>Going to add in the rest of the basic gameplay elements and try to balance it a little, then update my submission<\/p>\n <p>&nbsp;<\/p>\n <p>Beast!!<\/p>\n <\/div>","time":"December 17th, 2012 3:48 am","title":"BAM!"}