{"author_link":"\/users\/theomn","author_name":"theomn","author_uid":"theomn","comments":[],"epoch":1492853352,"event":"LD38","format":"md","ldjam_node_id":21440,"likes":0,"metadata":{"p_key":"87706","p_author":"theomn","p_authorkey":"1002941","p_urlkey":"300015","p_title":"Making small progress here and there","p_cat":"LDJam ","p_event":"LD38","p_time":"1492853352","p_likes":"0","p_comments":"0","p_status":"WAYBACK","us_key":"1002941","us_name":"theomn","us_username":"theomn","event_start":"1492732800","event_key":"69","event_name":"LD 38"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD38","removed_author":false},"_superparent":9405,"_trust":1,"author":2941,"body":"We finally got going around 9:30pm or so. Nailed down the concept, then started on implementation.\n\nI charged Kenneth with building up the input handling system while I fell down two separate rabbit holes (looking at scene management tech, none of which seemed good, and looking at logging tech which ended up being more convoluted than helpful).\nOnce I stopped messing around, I finally got to sketching out some of the game systems in the ECS. We're using \"specs\", which is a rustlang multi-threaded ECS and it's a pretty interesting project. Sadly, I lost a couple hours thanks to the docs and examples in the master branch being woefully obsolete. ProTip: when looking at the specs project on github, immediately flip it to the tag for the release you're using.\n\nStill, I close out the night with a simple screen of the ECS in action (more or less).\n\nhttp:\/\/i.imgur.com\/UQt266I.png","comments":0,"created":"2017-04-22T09:23:12Z","files":[],"files-timestamp":0,"id":21440,"love":0,"meta":[],"modified":"2017-04-22T09:40:24Z","name":"Making small progress here and there","node-timestamp":"2017-04-22T09:40:24Z","parent":16932,"parents":[1,5,9,9405,16932],"path":"\/events\/ludum-dare\/38\/$16932\/making-small-progress-here-and-there","published":"2017-04-22T09:29:12Z","scope":"public","slug":"making-small-progress-here-and-there","subsubtype":"","subtype":"","type":"post","version":27980},"node_metadata":{"n_key":"21440","n_urlkey":"300015","n_parent":"16932","n_path":"\/events\/ludum-dare\/38\/$16932\/making-small-progress-here-and-there","n_slug":"making-small-progress-here-and-t","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"2941","n_created":"1492852992","n_modified":"1492854024","n_version":"27980","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/38\/$16932\/making-small-progress-here-and-there","text":"We finally got going around 9:30pm or so. Nailed down the concept, then started on implementation.\n\nI charged Kenneth with building up the input handling system while I fell down two separate rabbit holes (looking at scene management tech, none of which seemed good, and looking at logging tech which ended up being more convoluted than helpful).\nOnce I stopped messing around, I finally got to sketching out some of the game systems in the ECS. We're using \"specs\", which is a rustlang multi-threaded ECS and it's a pretty interesting project. Sadly, I lost a couple hours thanks to the docs and examples in the master branch being woefully obsolete. ProTip: when looking at the specs project on github, immediately flip it to the tag for the release you're using.\n\nStill, I close out the night with a simple screen of the ECS in action (more or less).\n\nhttp:\/\/i.imgur.com\/UQt266I.png","title":"Making small progress here and there","wayback_source":[]}