{"assets":[],"author_link":"author\/juaxix\/","author_name":"juaxix","cat":"October Challenge 2012","categories":["October Challenge 2012"],"comments":[],"epoch":1350304980,"event":"","likes":8,"metadata":{"p_key":"78271","p_author":"juaxix","p_authorkey":"0","p_urlkey":"287281","p_title":"First zone almost completed","p_cat":"October Challenge 2012","p_event":"LD24","p_time":"1350304980","p_likes":"8","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\/10\/15\/first-zone-almost-completed\/","text":"<p>New monster and zone almost done!<br\/>\nCheck out the video:<\/p>\n<p><iframe allowfullscreen=\"\" frameborder=\"0\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/i2yjcmGSAnE?fs=1&amp;feature=oembed\" width=\"500\"><\/iframe><\/p>\n<p>I\u2019ve been working with physics and lighting.<br\/>\nI had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.<br\/>\nI also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.<\/p>\n<p>I made \u200b\u200bseveral models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun <img alt=\":)\" class=\"wp-smiley\" src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" style=\"height: 1em; max-height: 1em;\"\/><\/p>\n<p>I\u2019m making a summary of what I\u2019ve done since the last update:<br\/>\n\u2013 Added a compass (triangle in front of the avatar) to know where to go next<br\/>\n\u2013 Creation of optimized materials compatible with light and shadow<br\/>\n\u2013 Creating a new enemy: mini skeleton, with its animations, etc..<br\/>\n\u2013 Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game<br\/>\n\u2013 Including transients and environmental sound effects are played according to a given priority<br\/>\n\u2013 resource optimization: its a need to use the least number of objects in memory and AI\u2019s possible, it\u2019s an art to know how to do this and mantain the FPS high, almost between 40-60+<\/p>\n<p>In six days I have to submit the game to the markets.<br\/>\nAnd it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc<\/p>\n<p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/action\/\" rel=\"tag\">action<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/adventure\/\" rel=\"tag\">adventure<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/challenge\/\" rel=\"tag\">challenge<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/dynamics\/\" rel=\"tag\">dynamics<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/egypt\/\" rel=\"tag\">egypt<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/environment\/\" rel=\"tag\">environment<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/fps\/\" rel=\"tag\">FPS<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/hack-slash\/\" rel=\"tag\">hack &amp; slash<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/october\/\" rel=\"tag\">october<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/rpg\/\" rel=\"tag\">RPG<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/wizard-game\/\" rel=\"tag\">wizard game<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/wizards-games\/\" rel=\"tag\">wizards games<\/a><\/p>","time":"October 15th, 2012 12:43 pm","title":"First zone almost completed","title_was_empty":false}