{"author_name":"recursor","cat":"LD #21","comments":[],"epoch":1313935680,"likes":2,"metadata":{"p_key":"64134","p_author":"recursor","p_authorkey":"1105","p_urlkey":"99921","p_title":"The Blueprints: Enemy logic, safes and bushes","p_cat":"LD #21","p_event":"LD21","p_time":"1313935680","p_likes":"2","p_comments":"0","p_status":"UPD5","us_key":"1105","us_name":"recursor","us_username":"\/author\/recursor\/","event_start":"1313712000","event_key":"7","event_name":"LD21"},"text":"<p>Well, since yesterday I&#8217;ve made pretty good progress. I have the enemy AI working reasonably ok to where they will walk around and if the see you they will give chase.\u00a0 Still not what I want, but for this compo, it is good enough.\u00a0 I also implemented safes, and I&#8217;m thinking that before you escape the blueprint, you will have to open a set number of them.\u00a0 Finally, I&#8217;ve added bushes and a title block to the blueprint think it looks pretty cool now.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/08\/21\/the-blueprints-enemy-logic-safes-and-bushes\/capture2-7\/\" rel=\"attachment wp-att-66740\"><img class=\"aligncenter size-full wp-image-66740\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/08\/Capture22.png\" alt=\"\" width=\"480\" height=\"363\" \/><\/a><\/p>\n <p>I want to do at least one more blueprint, but alas, attention must be paid to other things..<\/p>","time":"August 21st, 2011 9:08 am","title":"The Blueprints: Enemy logic, safes and bushes"}