{"author_name":"SonnyBone","cat":"LD #22","comments":[],"epoch":1324195020,"likes":3,"metadata":{"p_key":"61029","p_author":"SonnyBone","p_authorkey":"1365","p_urlkey":"96794","p_title":"Second Night \u2013 Second Screenshot","p_cat":"LD #22","p_event":"LD22","p_time":"1324195020","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"1365","us_name":"SonnyBone","us_username":"sonnybone","event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>I don&#8217;t feel like I&#8217;ve accomplished very much today&#8230; so I&#8217;m going to take the time to list what I&#8217;ve done. Maybe that will remind me.<\/p>\n <ol>\n <li>Finished the zoom feature (in and out via mouse wheel)<\/li>\n <li>Added HUD<\/li>\n <li>Added health \/ health bar<\/li>\n <li>Added health regeneration via pickups<\/li>\n <li>Added 5 additional inventory items along with HUD\/counters<\/li>\n <li>Added important set piece<\/li>\n <li>Created Day\/Night system (10 RL minutes = 24 hrs in game)<\/li>\n <li>Created dynamic lighting for night<\/li>\n <li>Constructed particle system<\/li>\n <li>Changed tree \/ rock sprites to be more cohesive with the rest of the tiles \/ objects<\/li>\n <li>Converted resource-hogging objects to static tiles<\/li>\n <li>Tweaked player collision system<\/li>\n <li>Adjusted layering system<\/li>\n <\/ol>\n <p>I still have a LONG way to go if I&#8217;m going to implement all of the features on my design doc&#8230; especially if I&#8217;m going to make time for music\/sfx&#8230; which is a MUST, imo. So here&#8217;s what I have left to do on the design doc&#8230;<\/p>\n <ol>\n <li>Create at LEAST 12 more inventory objects (code + sprite + counters + player variables)<\/li>\n <li>Create stamina system<\/li>\n <li>Create tool system (hammer, axe, fishing pole, etc)<\/li>\n <li>Create crafting system<\/li>\n <li>\u00a0Create randomly respawning resources for DAY+1 events<\/li>\n <li>Create title screen<\/li>\n <li>Create death\/lose scenario<\/li>\n <li>Create winning scenario<\/li>\n <li>Draw a very crucial set piece<\/li>\n <li>Create SFX \/ Music<\/li>\n <li>Tie it all together with a story sequence?<\/li>\n <\/ol>\n <p>Yeah&#8230; that ain&#8217;t happenin&#8217;. I need to find out what features to cut and FAST. Tomorrow needs to be an incredibly productive day if I&#8217;m actually going to pull this off. I&#8217;ve never really &#8216;finished&#8217; a Ludum Dare before&#8230; all of my games end up as tech demos or incomplete nothingness with no end \/ purpose. I want this to be different.<\/p>\n <p>I will leave you with the latest screenshot from my game, <em>AB-ALONE<\/em><\/p>\n <p><img class=\"aligncenter size-large wp-image-94898\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/SecondShot-550x415.png\" alt=\"\" width=\"550\" height=\"415\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/SecondShot-300x226.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/SecondShot-550x415.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/SecondShot.png 600w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/progress-update\/\" rel=\"tag\">progress update<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/saturday\/\" rel=\"tag\">saturday<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/screenshot\/\" rel=\"tag\">screenshot<\/a><\/p>","time":"December 18th, 2011 2:57 am","title":"Second Night \u2013 Second Screenshot"}