{"author_link":"\/users\/jasminej2003","author_name":"JasmineJ2003","author_uid":"jasminej2003","comments":[],"epoch":1759640038,"event":"LD58","format":"md","ldjam_node_id":420336,"likes":3,"metadata":{"p_key":"196514","p_author":"JasmineJ2003","p_authorkey":"1417758","p_urlkey":"428051","p_title":"LD Game Jam Dev Log# - Day 2","p_cat":"LDJam ","p_event":"LD58","p_time":"1759640038","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":"1417758","us_name":"LDJam user 417758","us_username":"417758","event_start":"1759449600","event_key":"112","event_name":"Ludum Dare 58"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD58","removed_author":false},"_superparent":415614,"_trust":1,"author":417758,"body":"Today was all about refinement, bug squashing, and starting to give our game a real visual identity. The core loop is now much more stable, allowing us to focus on the player experience.\n\n# Bug Fixes & Core Mechanics Polish:\n\nCritical Health Bug Fixed: We discovered a major issue where the player's health was stored as an integer. This was causing problems with gradual damage or healing effects. We've successfully changed the health variable to a float, which now allows for much finer control and will be essential for any future mechanics like damage-over-time or fractional health pickups.\n\nTimer Logic Corrected: The TimeCountdown logic was flawed. We had a line that divided the time by 60, which caused it to reset prematurely. Removing the \"\/60\" calculation fixed the issue. The timer now decrements correctly frame-by-frame and loops back to the intended starting point (like 1) seamlessly.\n\n# Art & Interface Design:\n\nWe moved from pure programmer art to the first pass of our actual visual design.\n\nCreated initial UI mockups for the main menu and HUD (Heads-Up Display).\n\nStarted defining the art style and color palette for the game, aiming for a [mention your style, e.g., clean and minimalist \/ dark and gritty \/ vibrant and pixelated] look.\n\nBegan implementing these assets into the game engine, which immediately made the prototype feel more like a real game.\n\n# Level Design & Detailing:\n\nWith the core mechanics becoming stable, we started fleshing out the first playable level.\n\nBlocked out the core layout and started adding environmental details to make the space feel more engaging and less like a simple test box.\n\nPlaced initial obstacles and designed the flow to guide the player naturally through the challenges.\n\n# Prototype Testing & Iteration:\n\nWe conducted several internal playtesting sessions with the newly integrated art and level design.\n\nThe \"game feel\" has improved dramatically with the visual feedback from the new assets.\n\nConfirmed that the fixed health and timer systems are now behaving as expected under various scenarios.\n\nGathered initial feedback on the level's difficulty and flow, which we'll use for tomorrow's iterations.\n\n# Plan for Tomorrow (Day 3):\n\nImplement feedback from today's playtest to refine the first level.\n\nDevelop a second level to introduce new mechanics or increase complexity.\n\nAdd sound effects and background music to enhance the atmosphere.\n\nBegin work on a \"Game Over\" and \"Victory\" state.","comments":0,"created":"2025-10-05T04:51:52Z","files":[],"files-timestamp":0,"id":420336,"love":3,"love-timestamp":"2025-10-05T14:23:34Z","meta":[],"modified":"2025-10-05T14:23:34Z","name":"LD Game Jam Dev Log# - Day 2","node-timestamp":"2025-10-05T04:55:27Z","parent":417759,"parents":[1,5,9,415614,417759],"path":"\/events\/ludum-dare\/58\/ice-bomb-runner\/ld-game-jam-dev-log-day-2","published":"2025-10-05T04:53:58Z","scope":"public","slug":"ld-game-jam-dev-log-day-2","subsubtype":"","subtype":"","type":"post","version":1321313},"node_metadata":{"n_key":"420336","n_urlkey":"428051","n_parent":"417759","n_path":"\/events\/ludum-dare\/58\/ice-bomb-runner\/ld-game-jam-dev-log-day-2","n_slug":"ld-game-jam-dev-log-day-2","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"417758","n_created":"1759639912","n_modified":"1759674214","n_version":"1321313","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/58\/ice-bomb-runner\/ld-game-jam-dev-log-day-2","text":"Today was all about refinement, bug squashing, and starting to give our game a real visual identity. The core loop is now much more stable, allowing us to focus on the player experience.\n\n# Bug Fixes & Core Mechanics Polish:\n\nCritical Health Bug Fixed: We discovered a major issue where the player's health was stored as an integer. This was causing problems with gradual damage or healing effects. We've successfully changed the health variable to a float, which now allows for much finer control and will be essential for any future mechanics like damage-over-time or fractional health pickups.\n\nTimer Logic Corrected: The TimeCountdown logic was flawed. We had a line that divided the time by 60, which caused it to reset prematurely. Removing the \"\/60\" calculation fixed the issue. The timer now decrements correctly frame-by-frame and loops back to the intended starting point (like 1) seamlessly.\n\n# Art & Interface Design:\n\nWe moved from pure programmer art to the first pass of our actual visual design.\n\nCreated initial UI mockups for the main menu and HUD (Heads-Up Display).\n\nStarted defining the art style and color palette for the game, aiming for a [mention your style, e.g., clean and minimalist \/ dark and gritty \/ vibrant and pixelated] look.\n\nBegan implementing these assets into the game engine, which immediately made the prototype feel more like a real game.\n\n# Level Design & Detailing:\n\nWith the core mechanics becoming stable, we started fleshing out the first playable level.\n\nBlocked out the core layout and started adding environmental details to make the space feel more engaging and less like a simple test box.\n\nPlaced initial obstacles and designed the flow to guide the player naturally through the challenges.\n\n# Prototype Testing & Iteration:\n\nWe conducted several internal playtesting sessions with the newly integrated art and level design.\n\nThe \"game feel\" has improved dramatically with the visual feedback from the new assets.\n\nConfirmed that the fixed health and timer systems are now behaving as expected under various scenarios.\n\nGathered initial feedback on the level's difficulty and flow, which we'll use for tomorrow's iterations.\n\n# Plan for Tomorrow (Day 3):\n\nImplement feedback from today's playtest to refine the first level.\n\nDevelop a second level to introduce new mechanics or increase complexity.\n\nAdd sound effects and background music to enhance the atmosphere.\n\nBegin work on a \"Game Over\" and \"Victory\" state.","title":"LD Game Jam Dev Log# - Day 2","wayback_source":[]}