{"author_name": "superjoe", "cat": "MiniLD", "comments": [{"author_name": "", "time": "July 28, 2013 8:32 am", "epoch": 1375018320, "text": "I lost in the dogfight haha. I might have had a better chance if my weapon range was a tiny bit longer. I kept passing the hostile and I was out of range when I was finally aimed at him properly.", "spam": "N"}], "epoch": 1375016460, "likes": 0, "metadata": {"p_key": "42234", "p_author": "superjoe", "p_authorkey": "24697", "p_urlkey": "77857", "p_title": "Pillagers! 7dRTS Game Development Journal – Day 6", "p_cat": "MiniLD", "p_event": "LD27", "p_time": "1375016460", "p_likes": "0", "p_comments": "1", "p_status": "UPD5", "us_key": "24697", "us_name": "superjoe", "us_username": "superjoe", "event_start": "1377216000", "event_key": "18", "event_name": "LD27"}, "text": "<p>This article is copied from <a href=\"http://andrewkelley.me/post/pillagers-7drts-game-dev-journal.html#day-6\">my personal blog</a>.</p>\n <p>Today I worked on making the level format and core engine more robust. I added a bunch more dogfighting levels. There are 11 now, and they get pretty crazy at the end.</p>\n <p>The cool thing about them is that the core game engine does not even know that you are in &#8220;Dogfighting Mode&#8221;. There&#8217;s no <code>dogfightingMode</code> variable that tells the engine that&#8217;s what you&#8217;re doing. Instead, the<a href=\"https://github.com/superjoe30/pillagers/blob/7d09b2f0842e8962e059ebaa7c05fbf47cff890a/public/text/dogfight0.json\">level format</a> supports trigger conditions, events, and groups, and the logic of dogfighting is done in the level JSON file.</p>\n <p>Michael gave me the battle music today as well. It sounds amazing. I made it so that the game automatically detects when you are entering or exiting a battle and transitions the music appropriately. I&#8217;m pleased with the effect.</p>\n <p>Here&#8217;s a list of what I got done today:</p>\n <ul>\n <li>12am &#8211; Added battle music. The game automatically detects when a battle is happening and fades in the battle music, then fades back to normal music once the battle is over.</li>\n <li>1am &#8211; Added more dogfighting levels.</li>\n <li>3am &#8211; Worked on making dogfighting levels more fun. You have to try again if you die rather than respawning.</li>\n <li>4am &#8211; Made the Militia ship show the area of attack when you are manually piloting it.</li>\n <li>6am &#8211; Sandbox Mode: Ability to load and save. I was able to use this to build some dogfighting levels.</li>\n <li>7am &#8211; Added more dogfighting levels.</li>\n </ul>\n <p>I did not accomplish most of what I set out to today. Regardless, I am really happy with Dogfighting Mode right now. It&#8217;s almost certainly more fun than Campaign Mode currently.</p>\n <p>Here&#8217;s a video of me playing through it:</p>\n <p><a href=\"https://www.youtube.com/watch?v=vye8Sfs3rFM\">https://www.youtube.com/watch?v=vye8Sfs3rFM</a></p>\n <p>This version of the game is going to be pretty close to the final one that I submit for 7dRTS. I will probably only spend about 6-8 more hours on this debugging on Firefox and bugfixing. I will not be supporting Internet Explorer.</p>\n <p>You can <a href=\"http://s3.amazonaws.com/superjoe/temp/pillagers/index.html\">try out dogfighting yourself</a>. Too hard? Too easy?</p>", "time": "July 28th, 2013 8:01 am", "title": "Pillagers! 7dRTS Game Development Journal – Day 6"}