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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Progress and Tuning

Posted by jovoc
April 18th, 2009 12:32 am

I’m about to have some “Thin Mint” ice cream and go to sleep. But I’m pretty happy with my progress.

As you can guess, my game involves a wall of Tetrominoes. But that’s all I will reveal so far. It’s also about mass extinction. 

I’m trying something different this time. I put some of the gameplay tuning numbers into a config file (which is not that new), but I’m also checking the file time every time the game loop updates, and reload if it changes. I might set this to only happen in debug builds, but it doesn’t seem to slow anything down so far. The cool thing is that now I can tune my gameplay values in real-time, just changing the number and saving the file. This was inspired by Ben Garney’s clever google spreadsheet trick over at CoderHump (worst blog name ever). So far I only have one value, how fast the game scrolls, but we’ll see.

2 Responses to “Progress and Tuning”

  1. Ben Garney says:

    Pretty cool. Glad my post was useful to you! :)

    If you’re working in the C space and want to have tweakable things, https://mollyrocket.com/forums/viewtopic.php?t=556 is an interesting discussion of the topic.

  2. jovoc says:

    Wow Ben Garney commented on my post! I think we met at IndyGameCon II — I was the drunk one. (I guess that’s not very specific, the conference was held at a bar after all).

    Thanks for the link, “hot tweakable” values, that’s a brilliant idea. I’m definitely going to start using that!

    ps. I don’t really think you have the worst blog name ever. But my wife asked if it was a programmer-specific pron site or something from the name.

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