Hi guys,
in our announcement post today we revealed Inventor's trial and since we mentioned we are new to the jamming world and Ludum Dare, we basically only made the announcement, when the development of our project was well underway.
To somewhat rectify that, we wanted to give you guys a retroactive Progress Report of our game. Basically from the very beginnings, to the point were we are right now. In Part two we will reveal what we managed to include in the release version of the game and what we didn't manage to include - looking at you sounds ...
It all started with the idea of a very small planet, that the player had to escape from. Why wasn't exactly clear yet, but it was clear that it would use blocks. So we had to create a roundish planet out of blocks. What we (@obscuram) came up with, was this:

After figuring out the right algorithm for creating the planet, we marched on to implementing a layer-system, which would control the progression speed of the player.
It already featured a few things that would be important later on: the correct block orientation and the ground work for our gravity system.

It was at this point, that we (@kitty) started to create all the artwork that the game would use... and there would be a lot of it.

We then proceeded include some of the world generation features we wanted our planet to have - the very first one was water, which we originally were going to use for an elaborate steam power system - which we scrapped later on in the process for time management reasons.

Our next milestone was the implementation of patches of sand and snow - the latter only for aesthetic reasons, the former as a source of silicon. We also took our first steps in generating all the other resources in their various regions.
Also note all the beautiful artwork! :smile:

We then proceeded to include a very rudimentary "light system", which would only show you the blocks the character would be able to see. This was to obscure the location of all the ores in the planet.

The last and one of the biggest milestones up to that point, was the implementation of our enemies with their AI (@flamielp). Missing their final artwork, these red cubes where a major feat in our development.

We still have a few things to implement and to iron out, but we are confident to actually release a working game by the time the deadline comes around. We are very happy with how the game turned out so far and look forward to all your feedback once you actually get your hands on it.
Best of luck to all of you on your final hours!
@konstantin-von-wendt