{"author_name":"chrisp","cat":"LD #17 - Islands - 2010","comments":[{"author_name":"hdon","time":"April 24, 2010 7:30 am","epoch":1272112200,"text":"I do like inverse square. Be careful with your time stepping. If you step too far when the CPU hiccups, you&#8217;ll get all kinds of glitches!","spam":"N"},{"author_name":"chrisp","time":"April 24, 2010 6:33 pm","epoch":1272151980,"text":"Good tip. I&#8217;m using a lazy variable timestep and did notice some hiccuping already. I should switch over to a fixed timestep.","spam":"N"}],"epoch":1272111900,"likes":0,"metadata":{"p_key":"71168","p_author":"chrisp","p_authorkey":"283","p_urlkey":"106989","p_title":"Introducing Island Repair Man","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272111900","p_likes":"0","p_comments":"2","p_status":"UPD5","us_key":"283","us_name":"chrisp","us_username":"chrisp","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>So I dicked around with crossing the theme with Pretentious Art Game and doing something about &#8220;people as islands&#8221; and making connections between them (d&#8217;awww), but I wasn&#8217;t able to come up with mechanics which reflected the idea I was trying to get across while also sounding like fun.<\/p>\n <p>So I tweaked the mechanics a bit and ended up with this concept: Island Repair Man! Your floaty island in the sky has been broken apart by an attack of Giant Flying Island Rodents, or something like that, and it&#8217;s your job to rope it back together.<\/p>\n <p>So far I have a glorified molecular dynamics system \/ particle simulation. Now with added verlet. Woo.<\/p>\n <p><img class=\"aligncenter size-medium wp-image-17422\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/islandrepairman1-300x232.jpg\" alt=\"islandrepairman1\" width=\"300\" height=\"232\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/islandrepairman1-300x232.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/04\/islandrepairman1-550x426.jpg 550w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/p>\n <p>The white bits are the island pieces which you&#8217;ll have to jump between and thus rope together, and the spiky red bits are Generic Bad Guys to avoid. They repulse each other with inverse-square forces so everything floats around and makes a nice dynamic playfield. Now that I&#8217;ve changed themes I should probably swap out the art; but gameplay comes first!<\/p>\n <p>The roped-together islands will be constrained to stay at the same distance they were at when first roped together, so you&#8217;ll gradually put together a neat-looking structure as you hop from island to island. Hopefully that won&#8217;t make anything explode. Verlet integration is supposed to be able to take constraints in its stride, so it should be okay.<\/p>\n <p>More importantly, I have no idea if this will be fun at all; I guess I&#8217;ll find out tomorrow. Or rather, later today, as it&#8217;s past midnight. <em>How the heck did that happen.<\/em> Sleepytime, pronto.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/screenshot\/\" rel=\"tag\">screenshot<\/a><\/p>","time":"April 24th, 2010 7:25 am","title":"Introducing Island Repair Man"}