{"author_name":"Tyler","cat":"LD  #18 - Enemies as Weapons - 2010","comments":[],"epoch":1282353000,"likes":0,"metadata":{"p_key":"70047","p_author":"Tyler","p_authorkey":"1969","p_urlkey":"105867","p_title":"Overhead procedurally generated RTS","p_cat":"LD  #18 - Enemies as Weapons - 2010","p_event":"LD18","p_time":"1282353000","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1969","us_name":"Tyler","us_username":"tylerthedesigner","event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>Ya. The basic concept I am running with is an RTS where each enemy type is based in a material, much like Pokemon or other element based games. Upon defeating enemies, the player can then build weapons based in their material type. Uh, thats about it for now.<\/p>","time":"August 20th, 2010 8:10 pm","title":"Overhead procedurally generated RTS"}