{"author_name":"Jpfed","cat":"LD #15 - Caverns - 2009","comments":[],"epoch":1251718620,"likes":0,"metadata":{"p_key":"72530","p_author":"Jpfed","p_authorkey":"786","p_urlkey":"108352","p_title":"To clarify","p_cat":"LD #15 - Caverns - 2009","p_event":"LD15","p_time":"1251718620","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"786","us_name":"Jpfed","us_username":"jpfed","event_start":"1251417600","event_key":"1","event_name":"LD15"},"text":"<p>It&#8217;s important to note that my entry was <em>not <\/em>done in four hours.\u00a0 This weekend ended up very different from what I thought it was going to be, but I was so far behind my schedule that I didn&#8217;t feel I had time to make a journal entry to clarify this.\u00a0 I worked through the night instead of going to sleep prior to my first prior engagement, so that was an extra 8 working hours.\u00a0 The other of my prior engagements fell through, supplying me with an extra 6 working hours or so.\u00a0 So in reality, I had about 18 hours to work on it.<\/p>\n <p>If it <em>looks <\/em>like it only took 4 hours, that&#8217;s because the majority of my time was spent fixing very early bugs rather than adding new content. So, sorry for the mostly-empty game :\/<\/p>\n <p>AND to clarify yet <em>further<\/em>: I didn&#8217;t design any levels for this game.\u00a0 The levels are procedurally generated.\u00a0 I tried two schemes for this: one based on recursively taking edges in a graph and complex-ifying them (which never worked to my satisfaction), and another (much simpler) one based on random attachment, with a few extra edges thrown in to allow cycles to form in the graph.\u00a0 After generating the graph out of edges and vertices, I &#8220;rasterized&#8221; it into blocks to make collision detection easier.<\/p>","time":"August 31st, 2009 6:37 am","title":"To clarify"}