{"author_name":"miotatsu","cat":"LD #31","comments":[{"author_name":"","time":"December 6, 2014 7:24 pm","epoch":1417911840,"text":"Physics is almost always tricky. You have to fight with strange behaviours and not accurate collision detection. Sometimes custom (own) arcade physics is better choice. With polygon colision detection (SAT) I we have to remember not to create too sharp and narrow shapes. Good luck anyway.","spam":"N"}],"epoch":1417911240,"likes":2,"metadata":{"p_key":"23661","p_author":"miotatsu","p_authorkey":"22685","p_urlkey":"59058","p_title":"Day 1 Progress Report","p_cat":"LD #31","p_event":"LD31","p_time":"1417911240","p_likes":"2","p_comments":"1","p_status":"UPD5","us_key":"22685","us_name":"miotatsu","us_username":"miotatsu","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>[Prior to LD31]<br \/>\n I payed attention to the voting results from rounds 1-4 and tried to predict the theme. My prediction was unicode snowman, and if not that, artificial life. Before snowman results, it was looking like artificial life for sure, so I started brainstorming on that. The idea I came up with was a robot that escapes from a scientists lab, the robot runs out into the wintery world and jumps into a snowman to hide. The game then jumps ahead in time to a boss battle between you (robot inside snowman) vs the scientist. After I saw how well snowman scored, I started thinking about taking that idea and making snowman the primary theme. From that I settled on the idea of a fighting game sort of like SSB. Instead of damage making hits push you farther, I decided to make damage reduce friction, and have the battlefield be ice. I wanted to make controls reasonable to be playable on a single keyboard because I don&#8217;t have a joypad\/controller to test with, so I ended up with the following control scheme:<br \/>\n up: jump<br \/>\n left\/right: run forward\/back, double tap to dash<br \/>\n down: guard on ground or smash in air<br \/>\n Damage is done via collision rather than having buttons to attack with.<br \/>\n The only character would be snowman, and when he dies little kids would come with balls of snow and rebuild him quickly for the respawn animation.<br \/>\n Keep in mind, this is just my brainstorming before the theme was announced.<br \/>\n In the final voting round, I voted for artificial life, unicode snowman, and everything on one screen, because my idea would work for each of those themes.<\/p>\n <p>[LD31 begins]<br \/>\n To my surprise, everything on one screen won out, but my idea still fit, so I got right to work.<br \/>\n I started out trying pomodoro technique for time management. I began by creating a list of tasks that would need to be done for the game, keeping in mind how many sets of pomodori I had for a day. Next I ranked each item on the list. From my previous attempts at ludum dare, I have learned to go into it expecting to cut features, so prioritizing what to implement when is crucial. <\/p>\n <p>[Physics hell]<br \/>\n Late at night my code base began to grow complex enough to have physics bugs crop up, and I realized how hard writing the physics code for this actually is. I&#8217;m not using a physics engine like Box2D or Chipmunk, and I have never made a game like this before.<br \/>\n During this time I realized that hard debugging is best done without the pomodoro technique.<br \/>\n I think it is better to slow it down a gear and avoid letting frequent breaks interrupt your flow, although the pomodoro technique was definitely a huge win in the beginning when it helped me organize &amp; plan, keep track of my progress, and take care of my health with frequent breaks.<br \/>\n The vast majority of my development has been spent fighting with my physics code. In honour of this great battle, I have decided to name my game&#8230;<\/p>\n <p><strong>So guys, physics is KINDA HARD<\/strong><\/p>\n <p><a href=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/game1.png\"><img src=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/game1-300x225.png\" alt=\"game\" width=\"300\" height=\"225\" class=\"alignnone size-medium wp-image-412852\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/game1-300x225.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/game1-550x412.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2014\/12\/game1.png 800w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <p>So far I have managed to implement forward and back dashing, jumping, collision damage, deaths, respawning, players face each other, life display + damage display, a bit of quick artwork, and a couple sound effects from bfxr. I&#8217;m currently trying to get the bugs ironed out of forward running. I don&#8217;t expect to have time to polish much, but my goal for this ludum dare is to try get all the core gameplay features implemented before the deadline <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>","time":"December 6th, 2014 7:14 pm","title":"Day 1 Progress Report"}