{"author_name":"Milo","cat":"LD #21","comments":[],"epoch":1313931240,"likes":0,"metadata":{"p_key":"64160","p_author":"Milo","p_authorkey":"2934","p_urlkey":"99947","p_title":"Woo! Asset Time! (Demo for Macs included)","p_cat":"LD #21","p_event":"LD21","p_time":"1313931240","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"2934","us_name":"Milo","us_username":"milo","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>So, I managed to get my game logic finished last night, and now since the site is back up, here&#8217;s a demo (without so much<\/p>\n <p>milo.grotonma.net\/uploads\/LD21.zip<\/p>\n <p>It contains no instructions, so I&#8217;ll give a brief rundown:<br \/>\n 1) Each weird redish-thing is a building. If you click on it, cars spew out. Red Building = Not evacuating, Green Building = Evacuating, Gray Building = Empty.<br \/>\n 2) Cars always take the shortest path to the exit (which is any road leaving the left side of the screen). This usually causes gridlock.<br \/>\n 3) There is a deadly wave bearing down on the cars. Evacuate the buildings before it&#8217;s too late (or don&#8217;t; it&#8217;s your choice).<br \/>\n 4) Clicking on roads makes them into 1-way roads. Cars will obey these UNLESS there is no path to the exit.<\/p>\n <p>Okay. That&#8217;s where I am now. Also, that&#8217;s an entire game. That means that tomorrow is left for assets, tweaking, and making menus and stuff. Which is AWESOME because, last time I did the Ludum Dare, I was working on the game logic until up to the deadline! Also, my timelapse is working this time! Things are really going up my way this time.<\/p>\n <p>Of course, I have to say that if I had been a fool like last time and tried writing a fairly elaborate physics engine, I would be failing again (Read: All the blog posts I wrote last time about HOW ANNOYING that code was. Debugging it took up, probably, 90% of the entire time I was working on that). Also, every system in this game is discrete, so I didn&#8217;t waste time on difficult math (I love doing that math though). I think that, even though I only intended to do the Jam this time around, I&#8217;ll be able to make the competition, which is pretty sweet (although, I don&#8217;t have any windows computers nearby, so they&#8217;ll have to compile for themselves; shouldn&#8217;t be too hard though, since its only dependency is SFML).<\/p>\n <p>I&#8217;m quite pleased with this game, especially considering that the theme completely caught me off guard (what were you thinking, people who voted for &#8220;Escape&#8221;?) and that I didn&#8217;t really have any good ideas (~first 16 seconds of my timelapse = creating a game below my quality standards) until about 8 hours ago. I&#8217;ll have to think about whether I want to keep working on this game after the dare (it needs more spicing up though).<\/p>","time":"August 21st, 2011 7:54 am","title":"Woo! Asset Time! (Demo for Macs included)"}