{"author_name":"Arne","cat":"LD #21","comments":[{"author_name":"Geti","time":"August 21, 2011 8:59 pm","epoch":1313978340,"text":"Well, glad to see something up. This still seems ambitious for LD but regardless, there&#8217;s something put together. Hope the wrist didn&#8217;t make coding too much of a nightmare :\/","spam":"N"}],"epoch":1313945160,"likes":7,"metadata":{"p_key":"64073","p_author":"Arne","p_authorkey":"1491","p_urlkey":"99860","p_title":"Progress report","p_cat":"LD #21","p_event":"LD21","p_time":"1313945160","p_likes":"7","p_comments":"1","p_status":"UPD5","us_key":"1491","us_name":"Arne","us_username":"arne","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<div id=\"attachment_67064\" style=\"width: 550px\" class=\"wp-caption aligncenter\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/bad_end.jpg\" alt=\"Bad End\" width=\"540\" height=\"360\" class=\"size-full wp-image-67064\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/bad_end-300x200.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/bad_end.jpg 540w\" sizes=\"(max-width: 540px) 100vw, 540px\" \/><p class=\"wp-caption-text\">Chryssalid Autopsy<\/p><\/div>\n <p><em>The darkness!!<\/em><\/p>\n <p>Aside from feature creeping as usual, my drawing hand RSI is making it very difficult to work. Here&#8217;s the progress so far on Chryssalid Escape. The goal of the game is to sneak out of Alien Containment and reach the exit. X-COM soldiers stand in your way, but perhaps they can be used to increase your numbers? See previous post for more details.<\/p>\n <div id=\"attachment_67068\" style=\"width: 550px\" class=\"wp-caption aligncenter\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/chryssalid_escape_wip2.jpg\" alt=\"Chryssalid Escape WIP 2\" width=\"540\" height=\"268\" class=\"size-full wp-image-67068\" \/><p class=\"wp-caption-text\">Chryssalid Escape WIP 2<\/p><\/div>\n <p><em>Screenshot. Bit of a mess. The perspective isn&#8217;t really working as good as isometric, and the walls should not be exactly 2 tiles high (they do overlap).<br \/>\n <\/em><br \/>\n FEATURES SO FAR:<br \/>\n &#8212;&#8212;&#8212;&#8212;&#8212;-<br \/>\n + Ambient sounds. Very easy to make and remarkably similar to how X-COM sounds.<br \/>\n + Footsteps. Other sounds are waiting to be used.<br \/>\n + Graphics for 16 floor tiles, 5 wall tiles, and 4 Chryssalids. Using X-COM sprites as inspiration.<br \/>\n + Map (128*64) in multiple layers that can be scrolled and edited a little ingame (mouse). Loads data from Photoshop Raw (which is my map editor).<br \/>\n + Units (characters) with action points. Can Move, turn, strafe, collide.<br \/>\n + Brute force Line of Sight rays. Hidden units not drawn.<br \/>\n + Simple Immediate Mode GUI. Keyboard can also be used.<br \/>\n + Data structures for the various units (mostly unused atm). <\/p>\n <p>TO DO:<br \/>\n &#8212;&#8212;<br \/>\n &#8211; Add (and layout) all buttons for control (mostly using keyboard atm).<br \/>\n &#8211; Button Gfx.<br \/>\n &#8211; Title screen with art, New game (reset all), Resume game, Quit and all that.<br \/>\n &#8211; Win and lose conditions (count Units, step on exit tile). Finish art for win screen.<br \/>\n &#8211; Rest of the Wall, Unit, Obstacle, Effect Gfx.<br \/>\n &#8211; Figure out where to store corpses and destroyed obstacles.<br \/>\n &#8211; Enemy roaming ai (use existing movement methods).<br \/>\n &#8211; Enemy stalking, noting target points.<br \/>\n &#8211; Enemy shooting and projectiles.<br \/>\n &#8211; Make sure the camera is focusing on visible enemy action and projectiles.<br \/>\n &#8211; Minimap. Pixmap that can be updated. Click on it to scroll.<br \/>\n &#8211; Edge scrolling instead of the wonky map click scrolling.<br \/>\n &#8211; Chryssalids bumping into obstacle and enemies should use existing damage function. Obstacles might need resistance values.<br \/>\n &#8211; Chryssalid Zombie and Cocoon transformation timers. <\/p>\n <p>NOTES:<br \/>\n &#8212;&#8212;<br \/>\n + 805 lines of BlitzMax Code<br \/>\n + Tiles are 48*32 px, asin(2 \/ 3) = 41.8103149 degrees (90 = up).<br \/>\n + Using lots of constants to set things up, so I can change resolution and such somewhat easily later with the game adapting to it.<br \/>\n + Art drawn at 4x in Photoshop.<\/p>","time":"August 21st, 2011 11:46 am","title":"Progress report"}