{"author_name":"speciesUnknown","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282475220,"likes":0,"metadata":{"p_key":"69553","p_author":"speciesUnknown","p_authorkey":"865","p_urlkey":"105358","p_title":"Progress\u2026 not looking so good now","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282475220","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"865","us_name":"speciesUnknown","us_username":"speciesunknown","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>I&#8217;ve started doing the pathfinding: this is going to be difficult, ive never done pathfinding before.<\/p>\n <p>The following things have been finished:<br \/>\n KB \/ Mouse input<br \/>\n Loading textures<br \/>\n Layout of GUI<br \/>\n renderer set up pre-shader<br \/>\n Animation(VERY IMPORTANT)<br \/>\n Picking (logic laid out as psudocode and partially implemented)<br \/>\n Tileset Rendering (brute force right now, with lots of glVertex calls. Will refine once game logic is working)<br \/>\n Moving around of camera<br \/>\n Placeholder artwork (everything is [1][2][3][4][5] images in various colours)<\/p>\n <p>The following things have not been finished:<\/p>\n <p>Detection of game conditions such as game over<br \/>\n Pathfinding (this might be the end of me)<br \/>\n Any real art ( <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/> Looks like it&#8217;ll be programmer art, but im not going to touch artwork until the game is playable)<br \/>\n Objectives in game<br \/>\n Sound (This wont take long, thanks to the framework I started out with)<br \/>\n Spells ( <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/> this is a problem, you need to resurrect \/ consume \/ Discard monsters)<br \/>\n Attacking (some enemies shoot, others are melee)<br \/>\n Loading of levels from disk; right now they are all solid blocks of passable terrain with random tiles set on them.<\/p>\n <p>I&#8217;m thinking I should go with a procedural level generator, which goes through the following sequence:<\/p>\n <p>Create a grid of streets with larger gaps in random places<br \/>\n Line each street with small buildings<br \/>\n In the larger gaps, put an enemy base<\/p>\n <p>Here is a screenshot:<br \/>\n <img src=\"http:\/\/img153.imageshack.us\/img153\/2888\/capturede.png\"> <\/p>\n <p>It&#8217;s not actually as bad as it looks; if I can get the pathfinding working, I&#8217;m on the home stretch.<\/p>","time":"August 22nd, 2010 6:07 am","title":"Progress\u2026 not looking so good now"}