{"author_name":"TFernando","cat":"LD #15 - Caverns - 2009","comments":[],"epoch":1251645480,"likes":0,"metadata":{"p_key":"72684","p_author":"TFernando","p_authorkey":"1164","p_urlkey":"108506","p_title":"FallingTown 0.5","p_cat":"LD #15 - Caverns - 2009","p_event":"LD15","p_time":"1251645480","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1164","us_name":"TFernando","us_username":"tfernando","event_start":"1251417600","event_key":"1","event_name":"LD15"},"text":"<p>New <a href=\"http:\/\/www.nightflyergames.com\/games\/LD15\/LD15.html\">playable build<\/a>. Got the building selector working a lot faster than I expected. Now I need to (in the order it&#8217;s likely to happen):<br \/>\n &#8211; Recolor Buildings so they are unique for each player<br \/>\n &#8211; Add tracking for the Player&#8217;s Cash (Left side of screen) and Points (Right side of screen)<br \/>\n &#8211; Come up with a score mechanism :eep:<br \/>\n &#8211; Script some type of AI to replace players 2-4. Generally thinking here, player 2 will always place the largest building he can afford on the least stressed square. Player 3 will 25% of the time place a support, rest of the time place a building on a low-stress square. Player 4 will try to collapse the human player&#8217;s buildings into the cavern&#8230; but obviously none of this has been implemented yet.<br \/>\n Screenie:<br \/>\n <img src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/screen8-550x557.png\" alt=\"screen8\" width=\"550\" height=\"557\" class=\"alignnone size-large wp-image-9178\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/screen8-550x557.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/screen8.png 642w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><br \/>\n -TF<\/p>","time":"August 30th, 2009 10:18 am","title":"FallingTown 0.5"}