{"assets":[],"author_link":"author\/gbgames\/","author_name":"GBGames","cat":"LD #24","categories":["LD #24"],"comments":[],"epoch":1345892100,"event":"LD24","likes":0,"metadata":{"p_key":"77879","p_author":"GBGames","p_authorkey":"0","p_urlkey":"286889","p_title":"Lunch and Evolutionary Plans","p_cat":"LD #24","p_event":"LD24","p_time":"1345892100","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1345766400","event_key":"12","event_name":"LD24"},"source_url":"2012\/08\/25\/lunch-and-evolutionary-plans\/","text":"<p>The first lunch of the compo: <\/p>\n<p><a href=\"http:\/\/www.flickr.com\/photos\/29086141@N03\/7858219856\/\" title=\"Lunch the First by gbgames, on Flickr\"><img alt=\"Lunch the First\" height=\"240\" src=\"http:\/\/farm9.staticflickr.com\/8423\/7858219856_fd2e772de3_n.jpg\" width=\"320\"\/><\/a><\/p>\n<p>That\u2019s a peanut butter, banana, and raisin sandwich. It also has some cinnamon sprinkled inside. And some carrots and broccoli on the side.<\/p>\n<p>As for the project, here\u2019s what I\u2019m planning:<\/p>\n<p>\u2013 get the player\u2019s character in the game<br\/>\n\u2013 make it controllable<br\/>\n\u2013 add obstacles (most likely boulders)<br\/>\n\u2013 make collisions between the player and obstacles deadly<br\/>\n\u2013 add an enemy<br\/>\n\u2013 create a wave of enemies<br\/>\n\u2013 create a way to modify the wave of enemies so each enemy evolves in some way<\/p>\n<p>That last bit hopefully doesn\u2019t become too ambitious. There\u2019s a lot that could be decided here. For instance, maybe the attributes of every enemy that makes it past the player or causes the player damage more heavily inspire the evolution of later waves. <\/p>\n<p>But besides that, I should probably figure out exactly the kinds of things that can be evolved. Here\u2019s where I worry about how limited the evolutionary changes can be. There\u2019s only so much procedural work I can leverage. There\u2019s still the decisions I have to make for what that procedural <\/p>\n<p>For instance, enemy health can increase as new waves arrive. What about enemy armor? Should I include it, or is it just the equivalent of more health?  Weapons could get stronger and faster, but what about allowing angles? Homing missiles? Spray guns vs lasers vs explosives? <\/p>\n<p>If I decide to include explosives, then the radius could be one of the attributes that changes, but the decision to allow explosives in the first place means that the potential for evolutionary changes is limited by what I can implement on my own, and the procedural stuff is less interesting than merely tweaking some values. <\/p>\n<p>But I\u2019ll worry about it all once I get something playable. <\/p>","time":"August 25th, 2012 10:55 am","title":"Lunch and Evolutionary Plans","title_was_empty":false}