{"author_name":"SonnyBone","cat":"LD #23","comments":[],"epoch":1335054300,"likes":1,"metadata":{"p_key":"57259","p_author":"SonnyBone","p_authorkey":"1365","p_urlkey":"93008","p_title":"End of Day 1 \u2013 ZUNZANDA Progress Report","p_cat":"LD #23","p_event":"LD23","p_time":"1335054300","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"1365","us_name":"SonnyBone","us_username":"sonnybone","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Well, I spent a lot of time working on the core mechanic, and now I have to find a way to make it FUN. Right now, it just feels like a tech demo.<\/p>\n <p>I added two enemy types&#8230; they will hunt down the player and occasionally pause to destruct the terrain.<\/p>\n <p><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/First-Enemy-Promo.jpg\" alt=\"\" width=\"574\" height=\"211\" class=\"aligncenter size-full wp-image-128200\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/First-Enemy-Promo-300x110.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/First-Enemy-Promo-550x202.jpg 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/First-Enemy-Promo.jpg 574w\" sizes=\"(max-width: 574px) 100vw, 574px\" \/><\/p>\n <p>They basically work the same, but one is faster than the other. I will add another of the same type that is even faster AND has a larger destruction radius. <\/p>\n <p>So this is what I spent most of my time on&#8230; THE TERRAIN GRID SYSTEM of ZUNZANDA:<\/p>\n <p><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/Grid-System-Promo.jpg\" alt=\"\" width=\"630\" height=\"477\" class=\"aligncenter size-full wp-image-128203\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/Grid-System-Promo-300x227.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/Grid-System-Promo-550x416.jpg 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/Grid-System-Promo.jpg 630w\" sizes=\"(max-width: 630px) 100vw, 630px\" \/><\/p>\n <p>The white blocks represent negative space. If you step into these areas, you will fall into the unknown. The other tiles change dynamically based on the neighboring tiles. If a section of ground is destroyed, then the tiles surrounding the new negative space will change form. <\/p>\n <p>The white areas will obviously be invisible in the final game, as seen in the first screen that I posted.<\/p>\n <p>Now I just have to figure out how to handle game progression and make it fun&#8230; then add SFX and music. I think I&#8217;m gonna have to cut a lot of features out, as usual. I had so many rad ideas and the terrain system just took too long. <\/p>\n <p>AH WELL. <\/p>\n <p>I ain&#8217;t goin to sleep, yet. I&#8217;ll be up for the next 10 hours or so&#8230; then I&#8217;ll get about 4 hours of sleep and finish it all up tomorrow afternoon\/evening. <\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/destructible-terrain\/\" rel=\"tag\">destructible terrain<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/dynamic-tiles\/\" rel=\"tag\">dynamic tiles<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/progress-update\/\" rel=\"tag\">progress update<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/screenshot\/\" rel=\"tag\">screenshot<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/terrain\/\" rel=\"tag\">terrain<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/zunzanda\/\" rel=\"tag\">zunzanda<\/a><\/p>","time":"April 21st, 2012 7:25 pm","title":"End of Day 1 \u2013 ZUNZANDA Progress Report"}