{"author_name":"jakkarth","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282407300,"likes":0,"metadata":{"p_key":"69791","p_author":"jakkarth","p_authorkey":"1823","p_urlkey":"105596","p_title":"Snack break","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282407300","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1823","us_name":"jakkarth","us_username":"jakkarth","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Eating some oreos while I write a quick update. I&#8217;m now 750 lines of code into my game. Pathfinding for the invading aliens works beautifully; There&#8217;s never going to be more than a hundred or so on screen at once and the board is pretty small, so I&#8217;m just running DFS for each alien on each game update. If that becomes a performance issue later, I&#8217;ll rewrite it as Kruskal&#8217;s from the endpoint and reverse all the paths as needed, but hopefully this will be good enough for LD18. The &#8220;Spud Cannon&#8221; is also up and running, grabbing an adjacent alien as it marches by and firing him as a projectile at another alien, causing damage to both. Progress since last screenshot isn&#8217;t really visible, so I won&#8217;t bother for now.<\/p>\n <p>Next up on my list of things to do is to have actual player input, rather than just hard coding everything like I&#8217;m doing now for testing. After that, deal with levels, timer, budget\/cost\/score. Then weapon upgrades. Then game overs. Then build the other 4 weapon and 4 alien types. Then music and sound. So much to do! Time to get back to work.<\/p>","time":"August 21st, 2010 11:15 am","title":"Snack break"}