{"author_name":"Henry McLaughlin","cat":"LD #16 - Exploration - 2009","comments":[],"epoch":1260730200,"likes":0,"metadata":{"p_key":"71866","p_author":"Henry McLaughlin","p_authorkey":"979","p_urlkey":"107688","p_title":"Optimism!","p_cat":"LD #16 - Exploration - 2009","p_event":"LD16","p_time":"1260730200","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"979","us_name":"Henry Mclaughlin","us_username":"pycron","event_start":"1260489600","event_key":"2","event_name":"LD16"},"text":"<p>I have all of my wall tiles (The largest part of my assets) and the code to load and rotate them for use, as well. I have my world cell loader and ten world cells. Given that each world cell can be loaded rotated at any right angle (0, 90, 180, or 270), that means 40 potential world cells. With the 9&#215;9 world cell grid I&#8217;ve got planned, that means 3240 possible game worlds. Yay exponential growth!<\/p>\n <p>Each cell has a room that the game can use as the goal room, and that room will be treated as a normal room if the cell is not supposed to have the goal room. Each goal room only has one door, because that door is the tile you must touch to win the game. This means that there is only one room that the goal room can be reached from. That room has lots of hot dogs and no guards, and that will be the case whether the cell has the goal or not.<\/p>\n <p>I (Should) only have to make the world object and enemy AI now. The rest is (Or should be) trivial.<\/p>\n <p>I&#8217;m optimistic!<\/p>\n <p>&#8212;Mr.Dude<\/p>","time":"December 13th, 2009 1:50 pm","title":"Optimism!"}