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Phew, that was closer than last time! After another 3 days of stress and sleep deprivation, we only just managed to finish. Honestly, I think this game is much better than the last one we did (LD37, our first ever game jam), despite being far too ambitious yet again.
After making a rather serious, polished game that unfortunately lacked a lot of content last time, this time we made something... a little more light-hearted:

Imperative Righteousness Planetoid Domination Plan (IRPDP) is the name of the game. It's so long that I've resorted to copy-pasting it every time I've typed it in the last few hours. It's really quite descriptive: a turn-based strategy game for 2-8 local players. Your unit's abilities and names are randomised, as is the planetoid the game takes place on. David and I went into the idea knowing it would be hard, but oh my God.
Tiles are easy...
..if you get some help (which I'm not 100% comfortable using, but sometimes it gets the job done). To generate the planet, we used an existing asset: Procedural Voronoi Planets by Cleon Mocika. I saw this posted on Reddit a while back and bookmarked it, knowing it would come in use some day. It was a really great asset to work with and made the planet generation just about seamless. With some minor modifications, we had the ability to place objects on tiles in just a few hours.
About here is where the easy stops.
Tiles are hard.
Yes heading, you are correct. Making a tile-based game is hard enough at the best of times - crazy searching algorithms and unusual code structures are hard to avoid. Those challenges are just for a flat grid... and we had randomly shaped tiles that formed a sphere, making everything much harder. I originally wrote a range searching algorithm to determine how far away a unit was from any tile, but it was so slow (literally froze the game for 3 seconds) that David rewrote it and made it work in about a full day.
Then there were other problems with irregular tiles. How do you know what tiles are next to each other? When it came to writing a boundary for unit attacks, our initial attempt ended badly:

You can sometimes still see this happening in the final game. We never managed to fully fix it. Well this serves as a nice segue into...
Bugs
There's a fair few, more so than last time. Already seen above, the outline doesn't always work. Sometimes a planet is just blank. Also this:

The capital buildings consistently spawn right next to each other as well. We were never able to fix that.
What went well
Overall, we are pretty happy with the game. It's definitely not polished, but is pretty fun and has definite potential. The random name generation is probably the part I'm the happiest with, as it gives some genuinely funny results.
David's models are also particularly great. They capture the low-poly style and the offbeat humour perfectly.


In Conclusion
This Ludum Dare definitely went better than last time. We went in with a more solid plan, and ended up with something pretty close to our original vision. We just managed to pull off the insanity of tracking a non-uniform grid in time. We would have liked to have more sounds and particles for attacks and the like, but what exists now is still very playable.
Well, that's it for now. Time to head outside and take a break (wait, what does the sun look like again?)
Andrew