{"author_name":"Covenant","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282413180,"likes":0,"metadata":{"p_key":"69762","p_author":"Covenant","p_authorkey":"326","p_urlkey":"105567","p_title":"GUI and core gameplay logic done\u2026","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282413180","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"326","us_name":"Covenant","us_username":"covenant","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Finished lots of stuff&#8230; The GUI was pretty easy, and it doesn&#8217;t look half bad (I&#8217;ve done worse in the past, eheheh):<\/p>\n <p><a title=\"screen04.jpg\" href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/screen04.jpg\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/zrtn_005p5c2c3ca9_tn.jpg\" alt=\"screen04.jpg\" width=\"500\" height=\"387\" \/><\/a><\/p>\n <p>Still need to add some information on what&#8217;s the blue bar and the other bar that will be shown later (showing the progress of the super spell that&#8217;s being cast). Also left space for other spells, if I have time to make them work (game logic system already supports it, just a matter of implementing each spell).<\/p>\n <p>Also done the possession logic:<\/p>\n <p><a title=\"screen05.jpg\" href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/screen05.jpg\"><img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/08\/zrtn_006n3ba3a7ee_tn.jpg\" alt=\"screen05.jpg\" width=\"500\" height=\"387\" \/><\/a><\/p>\n <p>The possessed soldier (the blueish one) has just killed another soldier (hence the grave), by dealing 25 points of damage&#8230; Different unit types deal different damage to the others&#8230; this way I can have archer units dealing more damage to dragon units than soldier units.<\/p>\n <p>Currently, the fight system is done through a &#8220;I hit you, you hit me&#8221; thing, although I might want to add some randomness to it (just because it&#8217;s cooler), and even critical hits (because they&#8217;re even cooler!).<\/p>\n <p>The game also implements an agro table so that the enemies attack whoever is dealing them more damage (which will make them prioritize, hopefully).<\/p>\n <p>Not sure on what to do next&#8230; probably I should finish the game, with just some more units types (trivial to add) and game over\/next level\/success conditions, so I can try to balance it. That would leave me with whatever time I can gather on Sunday for polish and the Monday for all the spells and abilities I&#8217;d like to add to this game (although it could only be used in the jam then)&#8230;<\/p>\n <p>Anyway, haven&#8217;t had this much fun doing a game for a 48-hour compo for some time now&#8230; <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>","time":"August 21st, 2010 12:53 pm","title":"GUI and core gameplay logic done\u2026"}