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Ludum Dare 26 — April 26-29th, 2013
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End of Day 1 – ZUNZANDA Progress Report

Posted by (twitter: @Phantom_Green)
April 21st, 2012 7:25 pm

Well, I spent a lot of time working on the core mechanic, and now I have to find a way to make it FUN. Right now, it just feels like a tech demo.

I added two enemy types… they will hunt down the player and occasionally pause to destruct the terrain.

They basically work the same, but one is faster than the other. I will add another of the same type that is even faster AND has a larger destruction radius.

So this is what I spent most of my time on… THE TERRAIN GRID SYSTEM of ZUNZANDA:

The white blocks represent negative space. If you step into these areas, you will fall into the unknown. The other tiles change dynamically based on the neighboring tiles. If a section of ground is destroyed, then the tiles surrounding the new negative space will change form.

The white areas will obviously be invisible in the final game, as seen in the first screen that I posted.

Now I just have to figure out how to handle game progression and make it fun… then add SFX and music. I think I’m gonna have to cut a lot of features out, as usual. I had so many rad ideas and the terrain system just took too long.

AH WELL.

I ain’t goin to sleep, yet. I’ll be up for the next 10 hours or so… then I’ll get about 4 hours of sleep and finish it all up tomorrow afternoon/evening.

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