{"author_name":"Scott McBee","cat":"October Challenge 2012","comments":[],"epoch":1349144340,"likes":0,"metadata":{"p_key":"51319","p_author":"Scott McBee","p_authorkey":"17423","p_urlkey":"87012","p_title":"Ludum Dare October Challenge Entry","p_cat":"October Challenge 2012","p_event":"LD24","p_time":"1349144340","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"17423","us_name":"Scott McBee","us_username":"mscottmcbee","event_start":"1345766400","event_key":"12","event_name":"LD24"},"text":"<p>I&#8217;m usually the worst at starting a project and not finishing it, so I&#8217;m going to try to use the October Challenge to finally get something out the door. That something is a game I&#8217;ve been working on and off on called Tumble Tooth.<img class=\"aligncenter\" src=\"http:\/\/mcb.ee\/wp-content\/uploads\/2012\/10\/10_1_12TT.png\" alt=\"\" width=\"565\" height=\"599\" \/><\/p>\n <p>In Tumble Tooth, you need to direct a tooth out of a sewer. The catch is that you don&#8217;t have any control over the tooth itself. Instead, you need to rotate the entire world, challenging you to avoid obstacles and most importantly, keep your sense of direction.<\/p>\n <p>The plan is to release both a web Flash version and an Android version. So far, I&#8217;ve been pretty good about making a mobile build as up to date as the web build, sometimes even putting it as the preferred version, but there&#8217;s still so much work I&#8217;d like to do, I&#8217;m not sure if I&#8217;ll be able to keep up. The tasks I&#8217;d like to get in before the end of the month include:<\/p>\n <ul>\n <li>Re-skinned, scaling UI.<\/li>\n <li>Content. Always need more content for a puzzle game. I can add more later, but I need a decent amount at launch.<\/li>\n <li>Sound and music. Not quite sure what I&#8217;ll do for these, but I&#8217;ll figure something out.<\/li>\n <li>Analytics. Maybe it&#8217;s because I work on Facebook games for a living, but the idea of launching a game without analytics seems crazy to me. I&#8217;ll probably go with something simple like tracking when a mission is played, failed, and won so I can get a rudimentary idea of where drop off happens and keep an idea of how often people play.<\/li>\n <li>Another pass at art.<\/li>\n <\/ul>\n <p>Any extra time will be spent on content and puzzle mechanics.<\/p>\n <p>Tonight, I spent some time just going back through the source code to re familiarize myself with everything. The real important gain was that I finished working on an trigger-event system to toggle visibility and collision on parts of the level. This essentially allows part of the sewers to go &#8220;behind&#8221; other parts, and really opens up what I can do with level design.<\/p>\n <p>You can follow my progress at <a href=\"http:\/\/mcb.ee\">mcb.ee<\/a> and <a href=\"https:\/\/twitter.com\/mscottmcbee\">@mscottmcbee<\/a>, both of which are pretty empty at the moment. mcb.ee will be reposts of updates I make here for now, but I&#8217;ll try to keep it up to date after October<\/p>","time":"October 1st, 2012 9:19 pm","title":"Ludum Dare October Challenge Entry"}