{"author_name":"ChainedLupine","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1283150640,"likes":0,"metadata":{"p_key":"69223","p_author":"ChainedLupine","p_authorkey":"1746","p_urlkey":"105026","p_title":"Infiltrator post-compo edition in progress","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1283150640","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1746","us_name":"ChainedLupine","us_username":"chainedlupine","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Since there was such a good response to my <a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-18\/?action=preview&amp;uid=1746\">LD#18 entry entitled Infiltrator<\/a>, I&#8217;ve been working on-and-off on a post-compo edition.  It&#8217;s nearly done.<\/p>\n <p style=\"text-align: center\">\n <p style=\"text-align: center\"><img class=\"aligncenter size-full wp-image-27308\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/post-compo.jpg\" alt=\"post-compo\" width=\"400\" height=\"299\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/post-compo-300x224.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/post-compo.jpg 400w\" sizes=\"(max-width: 400px) 100vw, 400px\" \/><\/p>\n <p style=\"text-align: left\">A list of what I have done so far can be found by clicking &#8220;read more.&#8221;  (For now, just a raw dump of my changelog summaries.  I&#8217;ll put together a more complete list of what&#8217;s new once I am done.)<\/p>\n <p><span id=\"more-27307\"><\/span><\/p>\n <ul>\n <li>Implemented running (use SHIFT)<\/li>\n <li>Implemented sound and oneway flags for triggers<\/li>\n <li>Added beeping sound effects for timer counter<\/li>\n <li>Reworked munitions dump level<\/li>\n <li>Added background tile layer<\/li>\n <li>Added transparent shadows<\/li>\n <li>Added smoother level transitions<\/li>\n <li>Added full level save-state recording (well, most)<\/li>\n <li>Clarified &#8220;neutral&#8221; enemies (which are now in same clan as player)<\/li>\n <li>Mines now leave scorchmarks<\/li>\n <li>Fixed player HUD being overlapped by game objects<\/li>\n <li>Redid level triggers so a desc can be given at same time<\/li>\n <li>Further fleshing out tutorial level (added explanation for continue pads)<\/li>\n <li>Added resume game function, which uses a Flash cookie to store all level states<\/li>\n <li>Added ability to save\/continue game<\/li>\n <li>Added new large explosion for mines\/rockets<\/li>\n <li>Soldiers now leave dead bodies (which can be thrown by large explosions)<\/li>\n <li>Soldier pathfinding fully in place<\/li>\n <li>Soldiers can now patrol along pre-defined routes<\/li>\n <li>Holes dynamically added\/removed from Astar nodegraph<\/li>\n <li>Added Pathfind testing level<\/li>\n <li>Added ability for troops to return to original spawn point via pathfinding<\/li>\n <li>Implemented Astar pathfinding<\/li>\n <li>Added continue points in levels<\/li>\n <li>Redid door\/sensor tiles<\/li>\n <li>HUGE performance increase in enemy rendering:  Only re-generating sight-cones when changed<\/li>\n <li>Levels are now loaded from XML files and no longer hard-coded<\/li>\n <li>Added must-kill-enemy flag to doors<\/li>\n <li>Expanded intro level to teach about must-kill-enemy doors and mines<\/li>\n <li>Slightly improved the tile artwork<\/li>\n <\/ul>","time":"August 30th, 2010 1:44 am","title":"Infiltrator post-compo edition in progress"}