{"author_name":"Tenoch","cat":"LD #14 - Advancing Wall of Doom - 2009","comments":[],"epoch":1240034700,"likes":0,"metadata":{"p_key":"73826","p_author":"Tenoch","p_authorkey":"328","p_urlkey":"109648","p_title":"Journal #3","p_cat":"LD #14 - Advancing Wall of Doom - 2009","p_event":"LD14","p_time":"1240034700","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"328","us_name":"Tenoch","us_username":"tenoch","event_start":"1239926400","event_key":"90","event_name":"LD14"},"text":"<p>08:12<br \/>\n Decided to go with some kind of destroyable wall of doom. Throw stuff at it to detach pieces, and thus slow the progression. For now I&#8217;ll try to work on the geometry bit.<br \/>\n 10:03<br \/>\n Stupidely made my own vector library in Lua. Didn&#8217;t like the others I found, but inspired from those. Now the fun begins.<\/p>\n <p>11:35<br \/>\n I can has destroyable geometry. Just a line and you dig holes in it.<\/p>\n <p>12:03<br \/>\n Corrected lots of bugs and made the computations more general: more case are covered, includind when you &#8220;cut&#8221; a bit by drilling all around it. Hungry now. Food now.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/capture2.png\"><img class=\"aligncenter size-medium wp-image-4903\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/capture2-300x206.png\" alt=\"\" width=\"300\" height=\"206\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/capture2-300x206.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/capture2.png 800w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/journal\/\" rel=\"tag\">journal<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/screenshot\/\" rel=\"tag\">screenshot<\/a><\/p>","time":"April 18th, 2009 1:05 am","title":"Journal #3"}