{"author_name":"Squarefish","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282360080,"likes":0,"metadata":{"p_key":"70014","p_author":"Squarefish","p_authorkey":"0","p_urlkey":"105834","p_title":"Ok, LD#18 entry decisions.","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282360080","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Awoke at 3.10am GMT (BST).<\/p>\n <p>Perfect, as the compo had started but 10 minutes ago!<\/p>\n <p>The theme: ENEMIES AS WEAPONS! Not my personal choice but..<\/p>\n <p>I decided on a platformer. A no-ladders type of tile-based engine.<\/p>\n <p>After a nice conversation with someone from #ludumdare, I decided the end-of-level aim is to get to from start point to a door. And something about (maybe) background interaction.<\/p>\n <p>So setting is in the desert perhaps.. inside of large &#8220;ruined&#8221; structures, which would account for complex\/strange levels. Fixed screen.. will save time on having to set up a scroll, etc.<\/p>\n <p>I&#8217;ve designed the enemy sprite.. which you get to incapacitate, then pick up. You can throw the enemies at other enemies, which will make possible taking out more than one at a time.<\/p>\n <p>If I sound vague, I&#8217;m actually hiding the main &#8220;secret&#8221; of game-play for now. Sure, I haven&#8217;t started coding yet. Was too busy faffing around looking for people to &#8220;jam&#8221; with.<\/p>\n <p>Anyway time for some breakfast and then we are all GO!<\/p>","time":"August 20th, 2010 10:08 pm","title":"Ok, LD#18 entry decisions."}