{"author_name":"angrywaffle","cat":"LD #16 - Exploration - 2009","comments":[],"epoch":1261822560,"likes":0,"metadata":{"p_key":"71677","p_author":"angrywaffle","p_authorkey":"348","p_urlkey":"107499","p_title":"Ruins Follow-up (\u201cDemo 1220\u201d)","p_cat":"LD #16 - Exploration - 2009","p_event":"LD16","p_time":"1261822560","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"348","us_name":"angrywaffle","us_username":"angrywaffle","event_start":"1260489600","event_key":"2","event_name":"LD16"},"text":"<p>Hello fellow survivors (or survivors-so-far, where applicable) of various holidays, yule-tide celebrations, mid-winter feasts, and zombie infestations.<\/p>\n <p>Since LD16 I have done some additional work on my entry, &#8220;Ruins&#8221;. (And thanks to everyone who&#8217;s commented on the entry!) A lot of what I&#8217;ve done has been technical and a bit behind-the-scenes, but I wanted to share a very short (3 room) demo I&#8217;ve put together of both a new mechanic for the player and several smaller features of the engine.<\/p>\n <p>If you&#8217;d like to give it a try, you can find it here:<\/p>\n <p><a href=\"http:\/\/www.thewasabiproject.com\/flash-games\/play\/ruins-demo-1220\/\">http:\/\/www.thewasabiproject.com\/flash-games\/play\/ruins-demo-1220\/<\/a><\/p>\n <p>(This is more of a tech demo than a &#8220;game&#8221; &#8212; you can &#8220;win&#8221; by completing all three rooms, but there aren&#8217;t any gems to collect or any leaderboards to deal with.)<\/p>\n <p>And here&#8217;s a couple of quick screenshots:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034833.png\"><img class=\"size-medium wp-image-14597\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034833-300x241.png\" alt=\"Ruins_Demo1220_26122009_034833\" width=\"300\" height=\"241\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034833-300x241.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034833-550x442.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034833.png 816w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034841.png\"><img class=\"size-medium wp-image-14598\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034841-300x241.png\" alt=\"Ruins_Demo1220_26122009_034841\" width=\"300\" height=\"241\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034841-300x241.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034841-550x442.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_26122009_034841.png 816w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>From a gameplay point of view, the interesting change in this demo is the addition of a brief (about 6 seconds) period of time after dying during which you can exist as a spirit. During this spirit existence you can still interact with objects like levers and switches, but you are immune to damage and cannot attack. If you&#8217;ve created a &#8220;Patch of Life&#8221; before dying, and you reach it as a spirit before your 6 second time limit expires, you will be restored to life.<\/p>\n <p><span id=\"more-14595\"><\/span><\/p>\n <p>Smaller updates include moving to flixel 1.47, adding levers, moving gates and bridges, pressure plates, pushable blocks, and bats (well, a rough of draft of bat AI anyway &#8212; they&#8217;re still just brown blocks that flap around the room). I also took advantage of the post processing support in flixel to add some very basic lighting effects and some blurring and color effects during &#8220;spirit mode&#8221;.<\/p>\n <p>I&#8217;m experimenting with the tilesets as well: this demo includes tiles either taken directly from, or based on, art assets released by Daniel Cook (http:\/\/lostgarden.com) and they&#8217;re certainly nicer than what I was able to whip up at the tail end of 48 hours, but for the next Ruins demo I&#8217;m planning on trying to put together a couple of more abstract (and simpler) tilesets just to see how that might change the feel of the game. (I&#8217;d like that next demo to include a rough cut of the introductory scene for the game, that way it might give you a bit of flavor for the story rather than just a bunch of technical doodads to poke at, but I&#8217;m not sure when I&#8217;ll have that ready.)<\/p>\n <p>As always, feedback on any part of the demo is more than welcome.<\/p>\n <p>And finally, just for fun, here&#8217;s a screenshot of the first draft of the second cave in the demo as it appears in the editor:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_Editing.png\"><img class=\"alignleft size-medium wp-image-14605\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_Editing-300x215.png\" alt=\"Ruins_Demo1220_Editing\" width=\"300\" height=\"215\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_Editing-300x215.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_Editing-550x395.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/12\/Ruins_Demo1220_Editing.png 966w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>","time":"December 26th, 2009 5:16 am","title":"Ruins Follow-up (\u201cDemo 1220\u201d)"}