{"author_name":"madk","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[{"author_name":"","time":"August 22, 2010 4:03 pm","epoch":1282510980,"text":"\\o\/ for another convert to the data-driven camp!","spam":"N"},{"author_name":"madk","time":"August 23, 2010 9:47 am","epoch":1282574820,"text":"Heh, I&#8217;ve been here for a good while, no worries. My first decent game was a Falling Sand Game with good modding support \ud83d\ude00","spam":"N"}],"epoch":1282508700,"likes":0,"metadata":{"p_key":"69437","p_author":"madk","p_authorkey":"1540","p_urlkey":"105242","p_title":"Modding is fun","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282508700","p_likes":"0","p_comments":"2","p_status":"UPD5","us_key":"1540","us_name":"madk","us_username":"madk","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>I&#8217;m taking the extra time to do something extra for the moddability of my entry. Why? Because spending an hour to implement this is probably going to yield more positive results than the extra few enemy waves I might design instead. I&#8217;d already made it easy for myself to work with content by defining enemy waves and dialogs outside the game code with a simple syntax, and now I&#8217;m making it work with the enemy definitions as well. I&#8217;m not going to make movement patterns moddable, though, because that would be a freaking ton of work &gt;_&gt;<\/p>","time":"August 22nd, 2010 3:25 pm","title":"Modding is fun"}