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	<title>Ludum Dare &#187; noonat</title>
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	<link>http://www.ludumdare.com/compo</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
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		<item>
		<title>Refuge Timelapse</title>
		<link>http://www.ludumdare.com/compo/2009/08/31/refuge-timelapse/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/31/refuge-timelapse/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 16:58:36 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[timelapse]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=10083</guid>
		<description><![CDATA[Like many, I did a timelapse this weekend! I did a webcam capture as well, for the first time. It was funny seeing snapshots of my pain and/or elation at different points throughout the weekend. Here it is: http://www.youtube.com/watch?v=JLDeczIW2JI]]></description>
			<content:encoded><![CDATA[<p>Like many, I did a timelapse this weekend! I did a webcam capture as well, for the first time. It was funny seeing snapshots of my pain and/or elation at different points throughout the weekend. Here it is:</p>
<p><a href="http://www.youtube.com/watch?v=JLDeczIW2JI">http://www.youtube.com/watch?v=JLDeczIW2JI</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A refuge it is not&#8230;</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/a-refuge-it-is-not/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/a-refuge-it-is-not/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 03:21:15 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[journal]]></category>
		<category><![CDATA[screenshot]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=9785</guid>
		<description><![CDATA[So, here it is, my entry for Caverns: Refuge puts you in a turret defending one of the last cities of humanity from the alien invasion. There is soo much more I wanted to do with this, and didn&#8217;t have time&#8230; but isn&#8217;t that always the story? It was a mad rush for the finish [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/refuge.png"><img class="alignleft size-full wp-image-9790" style="margin-left: 12px;margin-right: 12px" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/refuge.png" alt="Refuge" width="334" height="446" /></a></p>
<p>So, here it is, my entry for Caverns:</p>
<p><a title="Play Refuge" href="http://www.ludumdare.com/compo/ludum-dare-15/?action=rate&amp;uid=100"><strong>Refuge</strong></a><strong> puts you in a turret defending one of the last cities of humanity from the alien invasion.</strong></p>
<p>There is soo much more I wanted to do with this, and didn&#8217;t have time&#8230; but isn&#8217;t that always the story? It was a mad rush for the finish line, but I think I got it to a playable state.</p>
<p>Now I must go eat, because my stomach has begun consuming itself. Timelapse and postmortem to come later!</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Now is time for sleep</title>
		<link>http://www.ludumdare.com/compo/2009/08/30/now-is-time-for-sleep/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/30/now-is-time-for-sleep/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 08:09:41 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[progress]]></category>
		<category><![CDATA[screenshot]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=8858</guid>
		<description><![CDATA[Not nearly as far along as I should be, but getting there. I&#8217;m definitely not going to have time for art tomorrow. I&#8217;m just crossing my fingers and hoping I&#8217;ll be able to get the gameplay done. In its current form: Biggest wastes of time today: trying to figure out how to do inversed masking [...]]]></description>
			<content:encoded><![CDATA[<p>Not nearly as far along as I should be, but getting there. I&#8217;m definitely not going to have time for art tomorrow. I&#8217;m just crossing my fingers and hoping I&#8217;ll be able to get the gameplay done. In its current form:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/wip.png"><img class="aligncenter size-full wp-image-8862" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/wip.png" alt="WIP" width="480" height="640" /></a></p>
<p>Biggest wastes of time today: trying to figure out how to do inversed masking in Flash (to draw a black rectangle everywhere except where there is light), and tracking down a slight error in my matrix math that was throwing off all the scaling. Doh. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Strange brew</title>
		<link>http://www.ludumdare.com/compo/2009/08/29/strange-brew/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/29/strange-brew/#comments</comments>
		<pubDate>Sat, 29 Aug 2009 22:22:19 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[foodphoto]]></category>
		<category><![CDATA[progress]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=8543</guid>
		<description><![CDATA[I am at another coffee shop&#8230; and I am drinking cucumber soda. It is strange and delicious. Also, battery is almost gone. Heading back home to recharge and get some quiet. I&#8217;ve made some progress, but not as much as I would like. Having a hard time getting gameplay down. I like where the current [...]]]></description>
			<content:encoded><![CDATA[<p>I am at another coffee shop&#8230; and I am drinking <strong>cucumber soda</strong>. It is strange and delicious. Also, battery is almost gone. Heading back home to recharge and get some quiet.</p>
<p>I&#8217;ve made some progress, but not as much as I would like. Having a hard time getting gameplay down. I like where the current version is going, though it&#8217;s nothing to look at.</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/p_1600_1200_EC1E4774-9018-4A61-BAFE-460A48881796.jpeg"><img class="alignnone size-full wp-image-364" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/p_1600_1200_EC1E4774-9018-4A61-BAFE-460A48881796.jpeg" alt="" width="225" height="300" /></a><img class="alignnone size-medium wp-image-8548" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/Picture-11-271x300.png" alt="Floaty" width="271" height="300" /></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Caverns, eh?</title>
		<link>http://www.ludumdare.com/compo/2009/08/28/caverns-eh-2/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/28/caverns-eh-2/#comments</comments>
		<pubDate>Sat, 29 Aug 2009 03:43:47 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[deskphoto]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=7276</guid>
		<description><![CDATA[Time to get started&#8230; If only I had an idea. I&#8217;m going to attempt a roaming Ludum Dare this time around. I&#8217;ve got the laptop, might as well put it to use. At the coffee shop next to work right now. There&#8217;s someone playing on guitar and there&#8217;s a really old guy to my left [...]]]></description>
			<content:encoded><![CDATA[<p>Time to get started&#8230; If only I had an idea.</p>
<p>I&#8217;m going to attempt a roaming Ludum Dare this time around. I&#8217;ve got the laptop, might as well put it to use. At the coffee shop next to work right now. There&#8217;s someone playing on guitar and there&#8217;s a really old guy to my left that is really into it. STOP DANCING OLD MAN! I&#8217;M TRYING TO MAKE A GAME!</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/p_1600_1200_83CA7953-BCA1-4E48-92AA-596E2EE8CB13.jpeg"><img class="alignnone size-full wp-image-364" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/p_1600_1200_83CA7953-BCA1-4E48-92AA-596E2EE8CB13.jpeg" alt="" width="225" height="300" /></a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Queens</title>
		<link>http://www.ludumdare.com/compo/2009/06/30/queens-2/</link>
		<comments>http://www.ludumdare.com/compo/2009/06/30/queens-2/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 11:24:34 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[MiniLD #10]]></category>
		<category><![CDATA[queens]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=6157</guid>
		<description><![CDATA[Better late than never! Took me a little under 72-hours, but finally managed to finish this to a point where I&#8217;m happy to release it. It&#8217;s a flash game, so you can play it here: http://phuce.com/uploads/queens/release/ Thoughts before I crash: Flixel is awesome. Not having a level editor to use with Flixel is not so awesome. I [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/06/picture-3.png"><img class="alignnone size-full wp-image-6158" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/06/picture-3.png" alt="" width="500" height="377" /></a></p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/06/picture-3.png"></a>Better late than never! Took me a little under 72-hours, but finally managed to finish this to a point where I&#8217;m happy to release it. It&#8217;s a flash game, so you can play it here:</p>
<p><a href="http://phuce.com/uploads/queens/release/">http://phuce.com/uploads/queens/release/</a></p>
<p>Thoughts before I crash:</p>
<ul>
<li>Flixel is awesome.</li>
<li>Not having a level editor to use with Flixel is not so awesome. I am now very competent at adding and subtracting multiples of 32 for manually typing in levels. -cry-</li>
<li>Pixen&#8230; ah, pixen. Also not so awesome. Only good pixel editor I could find on Mac (I normally dev on my Windows box), and it had a ton of issues. Wouldn&#8217;t export sprite sheets correctly, kept crashing. I ended up having to patch the src for it multiple times over the weekend.</li>
<li>Someday I will learn to finish gameplay before art.</li>
</ul>
<p>Fun!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2009/06/30/queens-2/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Queens</title>
		<link>http://www.ludumdare.com/compo/2009/06/27/queens/</link>
		<comments>http://www.ludumdare.com/compo/2009/06/27/queens/#comments</comments>
		<pubDate>Sat, 27 Jun 2009 23:54:15 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[MiniLD #10]]></category>
		<category><![CDATA[queens]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=6144</guid>
		<description><![CDATA[Making decent progress on the mini-LD. I asked the actors to pose for a quick photo:]]></description>
			<content:encoded><![CDATA[<p>Making decent progress on the mini-LD. I asked the actors to pose for a quick photo:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/06/king_and_queen.png"><img class="alignnone size-full wp-image-6145" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/06/king_and_queen.png" alt="" width="312" height="200" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Deathbeam Timelapse</title>
		<link>http://www.ludumdare.com/compo/2009/04/22/deathbeam-timelapse/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/22/deathbeam-timelapse/#comments</comments>
		<pubDate>Wed, 22 Apr 2009 16:05:45 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[timelapse]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=6005</guid>
		<description><![CDATA[http://www.youtube.com/watch?v=9IjsHysbTUk I can&#8217;t believe how long it took me to reboot to get rid of that Windows Update dialog, hahaha. Next compo I&#8217;ll get the webcam going, too&#8230; much more interesting when you can see the person I think.]]></description>
			<content:encoded><![CDATA[<p><span style="underline;"><a href="http://www.youtube.com/watch?v=9IjsHysbTUk">http://www.youtube.com/watch?v=9IjsHysbTUk</a></span></p>
<p>I can&#8217;t believe how long it took me to reboot to get rid of that Windows Update dialog, hahaha.</p>
<p>Next compo I&#8217;ll get the webcam going, too&#8230; much more interesting when you can see the person I think.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Deathbeam Postmortem</title>
		<link>http://www.ludumdare.com/compo/2009/04/21/deathbeam-postmortem/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/21/deathbeam-postmortem/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 23:52:47 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[postmortem]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5993</guid>
		<description><![CDATA[Long post, more after the jump, but the headlines in summary: Learning from past mistakes Step #1: Add tile mapping Step #2: Add collision detection Step #3: Add physics Step #4: Evolve game concept Step #5: Iterate gameplay Step #6: Build-out and polish Step #7: PAAAANIC! Step #8: Deep sigh of relief&#8230; followed by panic [...]]]></description>
			<content:encoded><![CDATA[<p>Long post, more after the jump, but the headlines in summary:</p>
<ul>
<li>Learning from past mistakes</li>
<li><strong>Step #1:</strong> Add tile mapping</li>
<li><strong>Step #2:</strong> Add collision detection</li>
<li><strong>Step #3:</strong> Add physics</li>
<li><strong>Step #4:</strong> Evolve game concept</li>
<li><strong>Step #5:</strong> Iterate gameplay</li>
<li><strong>Step #6:</strong> Build-out and polish</li>
<li><strong>Step #7:</strong> PAAAANIC!</li>
<li><strong>Step #8:</strong> Deep sigh of relief&#8230; <em>followed by panic</em></li>
</ul>
<p><span id="more-5993"></span></p>
<h2><strong>Learning from past mistakes</strong></h2>
<p>This was my second Ludum Dare, and I learned some lessons the hard way in LD10:</p>
<ul>
<li>Coding for games is not the same making a game</li>
<li>Make sure your toolset includes everything you need to make a game</li>
<li>Make sure you are comfortable with your tools</li>
<li>In 48 hours, a simpler idea that you are sure has good gameplay is better than a creative one that might have good gameplay if you do it right</li>
<li>Art and sound is secondary to gameplay</li>
</ul>
<p>All of these seem obvious to me now, but I failed on all of them in LD10. The end result of my work was something that vaguely resembled a game, had some gameplay elements, but wasn&#8217;t actually a game you could really play.</p>
<p>I spent far too much time trying to come up with a good idea, working on art, and learning Gosu. I didn&#8217;t have any sort of map editor and spent most of my time coding tools and base code to do a game. I had a lot of previous experience doing chunks of game code and technical experiments for games, but had never finished a game before, so I got blindsided by a lot of things (no scoring, no win conditions).</p>
<p>So, learning from my mistakes for LD14:</p>
<ul>
<li>Didn&#8217;t have base code for Pyglet, but I had an idea how to organize things. Many concepts from LD10 for code layout were applicable.</li>
<li>Knew I was going to use Python, Pyglet, and Tile Studio, and had used them before. Having experience here was a huge plus.</li>
<li>Came up with a <em>simple</em> idea right away and didn&#8217;t deviate from it. It didn&#8217;t feel innovative, but I was pretty sure the gameplay would be fun.</li>
<li>I tried not to make ANY art except when required to test gameplay, and used polygons+color for test art (which ended up being the final art).</li>
</ul>
<p>My initial concept was to have a tall building filled with personnel. Aliens attack it: their ship is firing a beam down through the building killing people, aliens are busting through windows on jetpacks. You kill one, steal a jetpack and fly around saving people and shooting aliens.</p>
<h2><strong>Step #1: Tile mapping (3 hours)</strong></h2>
<h3><strong>DAY1 NIGHT</strong></h3>
<p>I wanted the game to be tile based, so I fired up Tile Studio and wrote an exporter to save directly into Python code. This way I could just import the Python file and write a loader. Loading the tile images and splitting them up was easy with Pyglet.</p>
<p>I didn&#8217;t wanted to create 16&#215;16 tiles, but wanted them to be scaled up to 64&#215;64. It took a while to figure out how to set the textures to <code>GL_NEAREST</code> in Pyglet (not hard but it wasn&#8217;t immediately clear).</p>
<p>Late night coding killed my progress because my brain wasn&#8217;t working. My map was exporting with (0, 0) = top-left, +y down. Pyglet has (0, 0) = bottom-right, +y up. After spinning my wheels for WAY too long, I ended up just reversing the row order during loading and the problem was solved.</p>
<h2><strong>Step #2: Add collision detection</strong></h2>
<h3><strong>DAY2 MORNING/AFTERNOON</strong></h3>
<p>Tile Studio allows you to place edges in a map cell to mark collisions. I wanted to support collisions on the top, bottom, left, right, and on bottom-to-top slopes. It didn&#8217;t take too long to get the first version working. Unfortunately, the initial collision detection had a lot of bugs.</p>
<p>First problem: you would get pushed out of the tile in the wrong direction (run into the side, popped out the top). I changed it to only collide with edges that opposed their velocity, and that fixed that.</p>
<p>The second, bigger problem was that I was only checking the movement end position, instead of checking the whole line of movement. On certain edge joints, players would would fall through. Bounding volume collision for the movement would take too long, so I had to find another way to fix it.</p>
<p>I struggled for quite a while, but ended up solving it with a hack: I added extra edges on the interior cells people fell into, and ran collision detection twice every frame for the player. The player would still fall through, but the first pass would push him up out of the incorrect tile, and the second pass would push him back out where he was supposed to be.</p>
<p>Although ugly, the solution worked really well &#8212; and hey, LD is all about hacks. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  The final release had a bunch of collision detection bugs, but that was due to me forgetting to place edges in most of the last third of the map in the rush, not due to the hack.</p>
<h2><strong>Step #3: Add physics</strong></h2>
<p>Now that I could collide, I started writing some simple physics. I spent WAY too long tweaking this. Originally, you would only use the jetpack bursts, and were to walk a lot (think <a href="http://hharry.netfirms.com/">Halloween Harry</a>). I spent a lot of time tweaking the jumping and walking.</p>
<p>That sucked &#8212; because I ended up getting rid of jumping and walking once I added the jetpack. One day I&#8217;ll finally learn the lesson about not polishing a product early.</p>
<h2><strong>Step #4: Iterate game concept</strong></h2>
<p>After adding the jetpack and a simple death beam (that didn&#8217;t kill anything, but moved), I started flying around the test map and realized that something was off.</p>
<p>The vertical building for a map was just not going to work, for a couple of reasons:</p>
<ul>
<li>The beam&#8217;s horizontal movement v.s. your vertical movement didn&#8217;t make sense.</li>
<li>Walking and jumping were boring after getting a jetpack</li>
<li>There wasn&#8217;t enough room to cut loose with the jetpack inside</li>
<li>It didn&#8217;t look like the inside of a building, and I didn&#8217;t think I would have time to do enough art to make it look like it</li>
</ul>
<p>I decided to change the map to be outdoors, and have the user flying left to right, instead of bottom to top. The gameplay could stay mostly the same, except the user would use the jetpack most of the time and would have infinite fuel.</p>
<h2><strong>Step #5: Iterate gameplay</strong></h2>
<h3><strong>DAY2 NIGHT/DAY3 MORNING</strong></h3>
<p>I was getting really scared that the concept wouldn&#8217;t work since I didn&#8217;t have any gameplay yet. I went into overdrive hacking together some temporary tests, and added a civilian pixel that I could grab and pick up and carry around, with the beam chasing me.</p>
<p>The movement felt great, but I didn&#8217;t feel enough pressure that beam was right behind me about to kill me. The beam was to your left, but your were constantly moving to the right, and didn&#8217;t see the beam. There was nothing slowing you down to keep the beam close to me.</p>
<p>I bounced this problem off of Entar and he threw a ton of ideas at me. Two of them really resonated: tunnels forcing users to backtrack, and turrets. Both were super simple and didn&#8217;t much code; tunnels were just part of the map, and turrets just sat in one spot and shot.</p>
<p>I threw both in and it made a <strong>HUGE</strong> difference. Suddenly it felt like you were fighting a battle. The crappy turret aim ended up hitting the civilians I was carrying instead of me most of the time; but, this ended up being more fun, so I made the player invulnerable to turret fire. You can actually use him to block shots if you&#8217;re <em>really</em> good.</p>
<p>I didn&#8217;t have a way to actually rescue people, and it still felt like the beam was secondary to dodging the turrets. These two problems solved each other: I added a delay to the rescue platform before it teleported people away. The moment that I saw a pile of pixels get fried by the beam right before they teleported out, I fell in love.</p>
<h2><strong>Step #6: Build-out and polish</strong></h2>
<h3><strong>DAY3 AFTERNOON</strong></h3>
<p>Now I had the core gameplay, and spent the rest of my time editing the map and finding ways to make gameplay last longer. It was still too easy to fly to the end of the map, so I had to find ways to force players stay in an area longer.</p>
<p>At one point, while carrying a bunch of humans, I accidentally flew past a tunnel entrance and kept going. I ended up flying a race against the beam to get to the top because I was moving so slowly &#8212; BARELY made it over the edge before the beam fried me. I felt myself really getting sucked into the gameplay in that moment.</p>
<p>I ended up changing the area I was working on to force the player to fly up the cliff face, and added civilians nearby that (by that point) people would want to pick up. This ended up making most players share that experience of racing the beam.</p>
<p>I also spent quite a while mashing font code. Rendering fonts in Pyglet was easy, but the 2x scaling I was doing with the rest of the world made the fonts look TERRIBLE when rendered. I had to do some GL trickery to render the fonts unscaled, but allow me to still specify in-game coordinates and have them show up in the right spots.</p>
<h2><strong>Step #7: PAAAANIC!</strong></h2>
<p>I looked at the clock and realized I had an hour until the deadline. I didn&#8217;t have an ending for my map, and there was a massive chunk of unfinished copy pasted tiles that had not been tested. I finished that area as quickly as I could (but not well &#8212; which is why the last area is missing so many collision edges).</p>
<p>I hadn&#8217;t figured out how a round of gameplay should end, except that the player should escape. Since the jetpack was so prevalent, continuing the trend seemed appropriate. I started drawing a graphic for a big rocket, but a tiny voice in my head was yelling very loudly YOUHAVENOTIMELEFT<em>WHATAREYOUDOING<strong>STOP</strong></em>. I ended up just making the rocket an even larger pixel.</p>
<p>The biggest heart-stopper was that I didn&#8217;t have a way to restart the game on death. I tried a panicked hack of just calling <code>Game.__init__()</code> on my main class again. It yielded spectacularly bad results:</p>
<ul>
<li>Accidentally bound the restart to key down instead of key press the first time and inadvertently creating a massive amount of Pyglet windows to the point that my computer hard locked.</li>
<li>Recreated the player each time it was restarted, and having four players flying around picking up people at once.</li>
</ul>
<p>Luckily, with slight tweaking it ended up working. Once that was done and I added a win/lose screen, I started prepping for release. Unfortunately, I had never looked at packaging for python, so it took me a bit of beating on <code>py2exe</code> and <code>py2app</code> to figure out how to get the game released.</p>
<h2><strong>Step #8: Deep sigh of relief&#8230; followed by panic.</strong></h2>
<p>After posting my final entry, I ran around testing on computers to make sure it ran. I quickly found that <em>apparently</em> it lagged horribly in spots on every computer except my dev box. Nothing I could do about it, but at least the gameplay was still possible even with the lag.</p>
<p><em>(After quite a bit of debugging, it ended up that this was due to a combination of smoke particles colliding with tiles and python not being run in optimized <code>-OO</code> mode.)<br />
</em></p>
<p>I also realized that I hadn&#8217;t added any instructions. My test graphics ended up in the final, and they were so minimal, people might not know what to do. I threw together some HTML instructions with graphics showing what each thing was.</p>
<p>Once that was done, I walked over to the <a href="http://garagegames.com">office</a> to pick up my laptop, and my brother was playing the game with a few co-workers. It was AWESOME to watch people playing a game I had just finished, having fun with it, and competing heatedly with each other&#8230; nothing better.</p>
<p>I&#8217;ve learned a ton from the experience and it&#8217;s renewed my passion for game development&#8230; I can&#8217;t wait for the next competition!</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Deathbeam patch</title>
		<link>http://www.ludumdare.com/compo/2009/04/20/deathbeam-patch/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/20/deathbeam-patch/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 17:44:48 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5941</guid>
		<description><![CDATA[I&#8217;ve uploaded a patched version of Deathbeam! It offers a big performance boost, rendering and collision fixes, and tweaked scoring. After I released it I found that it got horribly chuggy on pretty much any computer but the one I developed on (except when I was in OS X&#8230; weird). This should not be considered [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve uploaded a patched version of Deathbeam! It offers a <strong>big</strong> performance boost, rendering and collision fixes, and tweaked scoring. After I released it I found that it got horribly chuggy on pretty much any computer but the one I developed on (<em>except</em> when I was in OS X&#8230; weird).</p>
<p><strong>This should not be considered for voting, of course!</strong></p>
<p>You can get it here:<br />
Windows: <a href="http://phuce.com/uploads/deathbeam_p3_win32oo.zip">deathbeam_p3_win32oo.zip </a>Mac: <a href="http://phuce.com/uploads/deathbeam_p3_osx.zip">deathbeam_p3_osx.zip</a></p>
<p>And Python source is <a href="http://phuce.com/uploads/deathbeam_p3.zip">here</a>. If you go that route, I recommend running it with python -OO deathbeam.py.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Deathbeam 101</title>
		<link>http://www.ludumdare.com/compo/2009/04/20/deathbeam-101/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/20/deathbeam-101/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 08:49:24 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5913</guid>
		<description><![CDATA[Aliens are attacking. This is the mothership. It&#8217;s charring humans left and right with its deathbeam. How rude. This you: Rescue Bot XLD-14Z. You&#8217;re the humans&#8217; only hope. You can pick up humans and use your jets to carry them off to safety and wellness.left &#38; right arrow to movespace to jet Drop humans at [...]]]></description>
			<content:encoded><![CDATA[<table border="0" cellpadding="0" cellspacing="5" style="300px;">
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/mothership.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/mothership.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5914" /></a></td>
<td>Aliens are attacking. This is the mothership.</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/deathbeam_kill.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/deathbeam_kill.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5915" /></a></td>
<td>It&#8217;s charring humans left and right with its deathbeam. How rude.</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/you.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/you.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5916" /></a></td>
<td>This you: Rescue Bot XLD-14Z. You&#8217;re the humans&#8217; only hope.</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/jetpack.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/jetpack.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5917" /></a></td>
<td>You can pick up humans and use your jets to carry them off to safety and wellness.<br /><b>left &amp; right arrow</b> to move<br /><b>space</b> to jet</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/teleport.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/teleport.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5918" /></a></td>
<td>Drop humans at the teleporters to beam them to safety. Teleporting many at once earns you extra points!</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/civilian.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/civilian.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5919" /></a></td>
<td>Some humans are worth more than others. This one, however, is boring. He is worth only 50 points.</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/scientist.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/scientist.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5920" /></a></td>
<td>This is a scientist. Scientists are worth <b>250</b> points.</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/mr_president.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/mr_president.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5921" /></a></td>
<td>This is Mr. President. The humans&#8217; leader is worth a whopping <b>1000</b> points, robot.</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/turret_kill.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/turret_kill.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5922" /></a></td>
<td>Watch out for alien turrets. Your armor protects you, but humans aren&#8217;t so lucky. Poor guys.</td>
</tr>
<tr>
<td><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/rocket.png'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/rocket.png" alt="" width="64" height="64" class="alignnone size-medium wp-image-5923" /></a></td>
<td>Rescue as many humans as you can and use the rocket booster to escape to orbit!</td>
</tr>
</table>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Deathbeam</title>
		<link>http://www.ludumdare.com/compo/2009/04/19/deathbeam/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/19/deathbeam/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 03:51:23 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[final]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5881</guid>
		<description><![CDATA[Update: For anyone who isn&#8217;t judging for the compo, you should get the patched version here with better performance and fixed collision edges. Windows If you get a &#8220;This application has failed to start &#8230;&#8221; error, you need to install vcredist_x86.exe. Mac Python source (python2.6 + pyglet) Instructions: Update: Visual instructions here. Aliens have invaded and are [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_1240198425.png"><img class="alignnone size-full wp-image-5892" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_1240198425.png" alt="" width="500" height="375" /></a></p>
<p><strong><span style="#800080;">Update:</span></strong> For anyone who isn&#8217;t judging for the compo, you should get the <a href="http://www.ludumdare.com/compo/2009/04/20/deathbeam-patch/">patched version here</a> with better performance and fixed collision edges.</p>
<p><strong><a href="http://phuce.com/uploads/deathbeam_win32.zip">Windows</a> </strong>If you get a &#8220;This application has failed to start &#8230;&#8221; error, you need to install <a href="http://www.microsoft.com/downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&amp;displaylang=en">vcredist_x86.exe</a>.<strong><a href="http://phuce.com/uploads/deathbeam_osx.zip"><br />
Mac</a><br />
<a href="http://phuce.com/uploads/deathbeam.zip">Python source</a></strong> <span style="normal;">(python2.6 + <a href="http://www.pyglet.org/download.html">pyglet</a>)</span></p>
<p><strong><a href="http://phuce.com/uploads/deathbeam.zip"></a>Instructions:</strong></p>
<p><em>Update: <a href="http://www.ludumdare.com/compo/2009/04/20/deathbeam-101/">Visual instructions here.</a></em></p>
<p><span style="normal;"><span style="normal;">Aliens have invaded and are exterminating the humans! Their massive deathbeam is tearing across the world, destroying everything human. It&#8217;s up to you to save them.</span></span></p>
<p><span style="normal;"><span style="normal;">You are the white dot, and you have a jet pack. Use <strong>left-arrow </strong>and <strong>right-arrow </strong>to walk, <strong>spacebar</strong> to jump.</span></span></p>
<p><span style="normal;"><span style="normal;">Grab the other colored pixels and take them to the rescue teleporters to send them to safety. The more people you deliver in one teleport, the more points you get. Some humans are worth more than others</span>!</span></p>
<p>Getting hit by the beam will kill you and other humans. Your suit protects you against the turret fire, but the civilians aren&#8217;t so lucky.</p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Deathbeam is deathy</title>
		<link>http://www.ludumdare.com/compo/2009/04/18/deathbeam-is-deathy/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/18/deathbeam-is-deathy/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 04:45:18 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5361</guid>
		<description><![CDATA[Actually it&#8217;s not, very&#8230; but it&#8217;s going to grow up, soon. http://vimeo.com/4219935 Making slow progress. Had to throw out my initial stab at a vertically oriented game and ended up going horizontal instead&#8230; I&#8217;m liking it a lot more this way. Got my moving beam and I can pick up and rescue people. I like [...]]]></description>
			<content:encoded><![CDATA[<p>Actually it&#8217;s <em>not</em>, very&#8230; but it&#8217;s going to grow up, soon.</p>
<p><a href="http://vimeo.com/4219935">http://vimeo.com/4219935</a></p>
<p><span style="underline;"><a href="http://vimeo.com/4219935"><img class="alignnone size-full wp-image-5363" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_deathbeam.png" alt="Not as friendly as it looks" width="500" height="375" /></a></span></p>
<p>Making slow progress. Had to throw out my initial stab at a vertically oriented game and ended up going horizontal instead&#8230; I&#8217;m liking it a lot more this way. Got my moving beam and I can pick up and rescue people. I like the feeling of it so far, but I need to put more pressure on the player. Luckily Entar kicked my imagination and I have some ideas now.</p>
<p>So much to do before I sleep! I&#8217;m hoping to get the gameplay ironed out tonight, and focus on art + polish tomorrow.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Jetpacks are go</title>
		<link>http://www.ludumdare.com/compo/2009/04/18/jetpacks-are-go/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/18/jetpacks-are-go/#comments</comments>
		<pubDate>Sat, 18 Apr 2009 18:38:18 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5136</guid>
		<description><![CDATA[Physics are mostly done, and a jetpack to boot! Gotta work out some weird sticking problems and do better collision response. Added some simple particle effects for the jetpack. Off to lunch now.]]></description>
			<content:encoded><![CDATA[<p><span style="underline;"><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_jetpack.png"></a><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_jetpack.png"><img class="alignnone size-full wp-image-5138" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_jetpack.png" alt="" width="500" height="375" /></a></span></p>
<p>Physics are mostly done, and a jetpack to boot! Gotta work out some weird sticking problems and do better collision response. Added some simple particle effects for the jetpack.</p>
<p>Off to lunch now.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Progress, progress</title>
		<link>http://www.ludumdare.com/compo/2009/04/18/progress-progress-2/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/18/progress-progress-2/#comments</comments>
		<pubDate>Sat, 18 Apr 2009 09:29:13 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[progress]]></category>
		<category><![CDATA[pyglet]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=4906</guid>
		<description><![CDATA[Finally got Pyglet loading tile maps exported from Tile Studio, and doing collision against the edges. Loading a y-down tile map in a y-up coordinate system is surprisingly confusing when you&#8217;re tired. ¬_¬ Physics next!]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_collisions.png"><img class="alignnone size-full wp-image-4919" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot_collisions.png" alt="" width="384" height="384" /></a></p>
<p>Finally got Pyglet loading tile maps exported from Tile Studio, and doing collision against the edges. Loading a y-down tile map in a y-up coordinate system is surprisingly confusing when you&#8217;re tired. ¬_¬</p>
<p>Physics next!</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Hullo LD14!</title>
		<link>http://www.ludumdare.com/compo/2009/04/16/hullo-ld14/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/16/hullo-ld14/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 00:39:04 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=4642</guid>
		<description><![CDATA[Looking forward to participating again. Learned a lot from LD10. Hopefully I&#8217;ll really finish my game this time. Gonna be using: Ruby + Gosu + Gosub (http://code.google.com/p/gosub/) or Python + Pyglet, not sure yet sfxr (and musagi if I&#8217;m lucky) TileStudio (http://tilestudio.sourceforge.net) GraphicsGale (http://www.humanbalance.net/gale/us/) Can&#8217;t waaait!]]></description>
			<content:encoded><![CDATA[<div>
<p>Looking forward to participating again. Learned a lot from LD10. Hopefully I&#8217;ll really finish my game this time.</p>
<p>Gonna be using:</p>
<ul>
<li>Ruby + Gosu + Gosub (http://code.google.com/p/gosub/)</li>
<li>or Python + Pyglet, not sure yet</li>
<li>sfxr (and musagi if I&#8217;m lucky)</li>
<li>TileStudio (http://tilestudio.sourceforge.net)</li>
<li>GraphicsGale (http://www.humanbalance.net/gale/us/)</li>
</ul>
<div>Can&#8217;t waaait!</div>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>running out of time!</title>
		<link>http://www.ludumdare.com/compo/2007/12/18/running-out-of-time/</link>
		<comments>http://www.ludumdare.com/compo/2007/12/18/running-out-of-time/#comments</comments>
		<pubDate>Wed, 19 Dec 2007 01:46:29 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #10 - Chain Reaction - 2007]]></category>
		<category><![CDATA[30min]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/2007/12/18/running-out-of-time/</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><img src="http://phuce.com/flimflam/running_out_of_time.png" height="600" width="200" /></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Final Entry &#8211; Moonbase</title>
		<link>http://www.ludumdare.com/compo/2007/12/16/final-entry-moonbase/</link>
		<comments>http://www.ludumdare.com/compo/2007/12/16/final-entry-moonbase/#comments</comments>
		<pubDate>Mon, 17 Dec 2007 03:03:02 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #10 - Chain Reaction - 2007]]></category>
		<category><![CDATA[final]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/2007/12/16/final-entry-moonbase/</guid>
		<description><![CDATA[First Ludum Dare entry! Whew&#8230; tiring. Move using the arrow keys, X drops bombs, Z fires your gun. Avoid the aliens. Killing one will set of a chain reaction of bodily explosions! Download (Windows only): http://phuce.com/uploads/moonbase.zip I wasn&#8217;t able to fully finish the game in time. I finally got an idea I liked on Saturday, [...]]]></description>
			<content:encoded><![CDATA[<p>First Ludum Dare entry! Whew&#8230; tiring.</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/moonbase.png" title="moonbase.png"><img src="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/moonbase.thumbnail.png" alt="moonbase.png" /></a></p>
<p>Move using the arrow keys, X drops bombs, Z fires your gun. Avoid the aliens. Killing one will set of a chain reaction of bodily explosions!</p>
<p>Download (Windows only):</p>
<p><a href="http://phuce.com/uploads/moonbase.zip">http://phuce.com/uploads/moonbase.zip</a></p>
<p>I wasn&#8217;t able to fully finish the game in time. I finally got an idea I liked on Saturday, after scrapping 3 others. Unfortunately, I spent too much time messing with graphics and AI and such and not actual gameplay. Case in point:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/slugs1.png" title="Before"><img src="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/slugs1.thumbnail.png" alt="Before" /></a></p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/slugs2.png" title="After"><img src="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/slugs2.thumbnail.png" alt="After" /></a></p>
<p>That took&#8230; a long, long time.</p>
<p>Anyway, at about 2 hours until deadline, I finally got the gameplay implemented, tested it&#8230; and it wasn&#8217;t fun.</p>
<p>So I bit the bullet and threw all the gameplay out except for these gluttons, which seemed to be the one thing that had potential. I managed to get health and a basic hud in during the last 10 minutes, but didn&#8217;t get scoring or menus or anything.</p>
<p>This is actually the first game I&#8217;ve ever released, and I&#8217;d never used Ruby or Gosu before for development, so I&#8217;m pretty happy with how it turned out even so.</p>
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		</item>
		<item>
		<title>Gettin&#8217; there&#8230;</title>
		<link>http://www.ludumdare.com/compo/2007/12/15/gettin-there/</link>
		<comments>http://www.ludumdare.com/compo/2007/12/15/gettin-there/#comments</comments>
		<pubDate>Sun, 16 Dec 2007 02:19:49 +0000</pubDate>
		<dc:creator>noonat</dc:creator>
				<category><![CDATA[LD #10 - Chain Reaction - 2007]]></category>
		<category><![CDATA[screenshot]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/2007/12/15/gettin-there/</guid>
		<description><![CDATA[Seems like I had to give up on a billion ideas, but today I finally got one I liked&#8230; making progress, bit by bit. Basic mechanics are in, but still lot&#8217;s to do to make it a game. Hopefully I don&#8217;t die from Red Bull before I can finish.]]></description>
			<content:encoded><![CDATA[<p>Seems like I had to give up on a billion ideas, but today I finally got one I liked&#8230; making progress, bit by bit. Basic mechanics are in, but still lot&#8217;s to do to make it a game. Hopefully I don&#8217;t die from Red Bull before I can finish.</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2007/12/title.png" alt="title.png" /></p>
]]></content:encoded>
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