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	<title>Ludum Dare &#187; gameplay</title>
	<atom:link href="http://www.ludumdare.com/compo/tag/gameplay/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludumdare.com/compo</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
	<lastBuildDate>Wed, 08 Feb 2012 14:14:06 +0000</lastBuildDate>
	<language>en</language>
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		<title>Clone Wolf gameplay video</title>
		<link>http://www.ludumdare.com/compo/2011/10/22/clone-wolf-gameplay-video/</link>
		<comments>http://www.ludumdare.com/compo/2011/10/22/clone-wolf-gameplay-video/#comments</comments>
		<pubDate>Sat, 22 Oct 2011 08:56:10 +0000</pubDate>
		<dc:creator>jarnik</dc:creator>
				<category><![CDATA[October Challenge 2011]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=76606</guid>
		<description><![CDATA[As promised, a gameplay video from one of the levels:]]></description>
			<content:encoded><![CDATA[<p>As promised, a gameplay video from one of the levels:</p>
<p><object width="500" height="375"><param name="movie" value="http://www.youtube.com/v/mOX5GPW0fjY?version=3&#038;feature=oembed"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/mOX5GPW0fjY?version=3&#038;feature=oembed" type="application/x-shockwave-flash" width="500" height="375" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>URTH escape gameplay video</title>
		<link>http://www.ludumdare.com/compo/2011/08/24/urth-escape-gameplay-video/</link>
		<comments>http://www.ludumdare.com/compo/2011/08/24/urth-escape-gameplay-video/#comments</comments>
		<pubDate>Wed, 24 Aug 2011 19:16:21 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[LD #21]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=71305</guid>
		<description><![CDATA[I&#8217;ve gotten a little addicted to my own game, but much to my frustration I&#8217;m not the one with the high score. Since I&#8217;ve been playing it between ratings I decided to upload a short gameplay video. The goal in this game mode is to get as far away from the central star as possible. [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve gotten a little addicted to my own game, but much to my frustration I&#8217;m not the one with the high score. Since I&#8217;ve been playing it between ratings I decided to upload a short gameplay video.</p>
<p>The goal in this game mode is to get as far away from the central star as possible. There&#8217;s also a story mode which has puzzle elements to it. I might upload a play through one of these days.</p>
<p style="text-align: center"><strong><a href="http://www.youtube.com/watch?v=Cku3d5O0C4U">VIEW VIDEO</a> ~ </strong><strong><a href="http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&amp;uid=5432">VIEW GAME PAGE PAG</a></strong><strong><a href="http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&amp;uid=5432">E</a> </strong></p>
<p style="text-align: left">In case anybody wants to try beating my score even more, it&#8217;s worth nothing that only the web version submits to the leader board(and only after adding a name).</p>
<p style="text-align: center">
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]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2011/08/24/urth-escape-gameplay-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Zero Gravity Escape playtrough and hints</title>
		<link>http://www.ludumdare.com/compo/2011/08/23/zero-gravity-escape-playtrough-and-hints/</link>
		<comments>http://www.ludumdare.com/compo/2011/08/23/zero-gravity-escape-playtrough-and-hints/#comments</comments>
		<pubDate>Tue, 23 Aug 2011 19:40:48 +0000</pubDate>
		<dc:creator>wonderwhy-er</dc:creator>
				<category><![CDATA[LD #21]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=70703</guid>
		<description><![CDATA[As most people say they find my game too complex decided to make a little video of my passing it and give few advices. Here is the video: And some advices: Use space to pause the game and issue many commands at once Remember about center of mass when you try to push Relaxed parts [...]]]></description>
			<content:encoded><![CDATA[<p>As most people say they find my game too complex decided to make a little video of my passing it and give few advices.</p>
<p>Here is the video:</p>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/YvdpZ4PiAO0?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/YvdpZ4PiAO0?version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>And some advices:</p>
<ul>
<li>Use space to pause the game and issue many commands at once</li>
<li>Remember about center of mass when you try to push</li>
<li>Relaxed parts absorb shocks, stiff ones bounce, so its a good idea to be relaxed when you don&#8217;t want to bounce, or stiff all parts when you want to push with maximal force</li>
<li>And it is space, if you are flying in right direction just relax and wait, no need to go crazy and ruin your right direction <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
</ul>
<p>Hope this will help some.</p>
<p><a href="http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&amp;uid=232">Go to the entree page and try yourself <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2011/08/23/zero-gravity-escape-playtrough-and-hints/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>EscApe Post Mortem</title>
		<link>http://www.ludumdare.com/compo/2011/08/23/escape-post-mortem/</link>
		<comments>http://www.ludumdare.com/compo/2011/08/23/escape-post-mortem/#comments</comments>
		<pubDate>Tue, 23 Aug 2011 11:34:40 +0000</pubDate>
		<dc:creator>marudziik</dc:creator>
				<category><![CDATA[LD #21]]></category>
		<category><![CDATA[escape]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[LD21]]></category>
		<category><![CDATA[playthrough]]></category>
		<category><![CDATA[post-mortem]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=70312</guid>
		<description><![CDATA[EscApe was my first entry to Ludum Dare and I did it mainly to learn stuff. I&#8217;ve had a lot of programming experience before, but I&#8217;ve never done any graphical games. Although I use C++, Python, PHP in everyday manner (work stuff), I decided to go with FlashPunk, having no knowledge at all about either [...]]]></description>
			<content:encoded><![CDATA[<h3></h3>
<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/bLype7kWoGM?version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/bLype7kWoGM?version=3" type="application/x-shockwave-flash" width="500" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a title="EscApe" href="http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&amp;uid=5431">EscApe</a> was my first entry to Ludum Dare and I did it mainly to learn stuff. I&#8217;ve had a lot of programming experience before, but I&#8217;ve never done any graphical games. Although I use C++, Python, PHP in everyday manner (work stuff), I decided to go with FlashPunk, having no knowledge at all about either the framework or the ActionScript 3 (besides that they exist) &#8211; but being familiar with object-oriented programming, this issue itself didn&#8217;t turn out to be that much of a problem.</p>
<p>I&#8217;m quite happy with my creation. I&#8217;m unhappy with the code, but I decided on developing speed, not beauty. As this is my first game, and done in only 48 hours, it feels just O.K. in my opinion (that is, I could do better, but it&#8217;s not awful). <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>See below for idea explanation, &#8220;what went right &amp; wrong&#8221; and playthrough video.</p>
<p><span id="more-70312"></span>Entry (rate): <a title="http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&amp;uid=5431" href="http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&amp;uid=5431" target="_blank">http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&amp;uid=5431</a><br />
Timelapse: <a title="http://www.youtube.com/watch?v=OdJtfPLA9kc" href="http://www.youtube.com/watch?v=OdJtfPLA9kc" target="_blank">http://www.youtube.com/watch?v=OdJtfPLA9kc</a><br />
Full playthrough: <a title="http://www.youtube.com/watch?v=WCgw09ZlRhY" href="http://www.youtube.com/watch?v=WCgw09ZlRhY" target="_blank">http://www.youtube.com/watch?v=WCgw09ZlRhY</a></p>
<p>I recommend playing the game instead of watching the playthrough. It&#8217;s web based anyway! <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h3>The idea.</h3>
<p>I didn&#8217;t like the theme that much, and didn&#8217;t have any prepared idea. In the beginning I decided only that this will be monkey &#8211; related game (&#8220;escape&#8221; &#8211; &#8220;esc ape&#8221; &#8211; &#8220;ape&#8221;: see what I did there, mwahaha?), rest came to me when I rememberd that recently I&#8217;ve seen &#8220;Ugh!&#8221; gameplay video, a DOS/Amiga/Commodore64 game from 1992. It bringed back lots of memories, since I friggin&#8217; loved it when I was a kid, so I decided to try and make something similar.</p>
<h3>What went right.</h3>
<ul>
<li>I used all the time I could get. Compo started at 4 a.m. and I stayed up until then just to see the theme, then I got some sleep. I worked the next day all the time, taking some short brakes, and went to sleep around 3 a.m. On Sunday I worked until 3:30 a.m. or so and then submitted.</li>
<li>Ogmo Editor, level creation. I really didn&#8217;t expect to be able to pull this one off.</li>
<li>Mechanics/Physics. I like the look and feel of them, and that the game is quite hard. I feel the mechanics are quite similar to &#8220;Ugh!&#8221;, although they could get a little polish.</li>
<li>Graphics. I have no talent at all, so producing such animations (especially flying machine, death sequences) was really hard and really rewarding (It&#8217;s nice to see that people generally like my flying monkey).</li>
<li>Good general workplan. I wanted to have all the mechanics on the first day and do the animation &#8211; intensive graphics on Sunday, and this went well. Also, I&#8217;ve done most of the mechanics I wanted to do.</li>
<li>Timelapse video. Chronolapse FTW! It&#8217;s full 48 hours of my life in 7 minutes.</li>
<li>I learnt a lot: AS3, FlashPunk (+some drawing). I wouldn&#8217;t do this without the deadline, so this is something I&#8217;m satisfied with.</li>
</ul>
<h3>What went wrong.</h3>
<ul>
<li>I neglected most of the things to do at the weekend. Without my girlfriend, I would die of hunger.</li>
<li>I didn&#8217;t check my software and then wasted some time on installing (Audacity), learning (GraphicsGale), or figuring what&#8217;s wrong with it (FlashDevelop 4 beta 1).</li>
<li>I didn&#8217;t prepare. It&#8217;s nice to know I still can learn a programming language and make a game in 48 hours, even when not prepared, but a little basecode would get me a long way.</li>
<li>Learning language on the fly was a generally bad idea, but it could be worse. I do a lot of programming, but doing more FlashPunk research BEFORE the compo would help a lot. Also, there isn&#8217;t a lot of FlashPunk documentation. There are some basic tutorials, but I kinda hoped for more &#8211; google helped a lot, but this is something to consider next time.</li>
<li>I wasted a lot of time on graphics, having not much of a talent. I should be making more levels instead.</li>
<li>I waited with the submission until an hour before the original deadline and the site problems kinda freaked me out (although I managed to submit on time).</li>
<li>The code looks horrible. Half-way I decided to speed up with the development, so there are lots of hacks here and there.</li>
<li>There is no ending. I had no time to do it.</li>
</ul>
<h3>Summary.</h3>
<p>It was great! Finishing a game within 48 hours leaves a scent of accomplishment and I feel I REALLY needed that right now. I got really hyped during the development process, especially when I knew the game will be finished (i.e. playable and with graphics) before the submission deadline. Next time, I will be more prepared (unless I switch to a different, unknown language:P), especially in terms of base code or prototyping. I&#8217;ve had so much fun developing my game, I&#8217;m sure I will be doing this again!</p>
<p>And hey, maybe I will work on EscApe more, so maybe this isn&#8217;t a post mortem after all. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Almost a Working Game</title>
		<link>http://www.ludumdare.com/compo/2011/08/20/almost-a-working-game/</link>
		<comments>http://www.ludumdare.com/compo/2011/08/20/almost-a-working-game/#comments</comments>
		<pubDate>Sat, 20 Aug 2011 15:25:37 +0000</pubDate>
		<dc:creator>Frimkron</dc:creator>
				<category><![CDATA[LD #21]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[lava]]></category>
		<category><![CDATA[magma]]></category>
		<category><![CDATA[progress]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=65003</guid>
		<description><![CDATA[I have walls to hit and lava and fireballs now. The player gets faster as time goes on but slows down if they hit something. If they go too slow, they are consumed by hot magma and in all likelyhood probably die! I&#8217;m reasonably happy with the progress so far. It&#8217;s not much to look [...]]]></description>
			<content:encoded><![CDATA[<p>I have walls to hit and lava and fireballs now. The player gets faster as time goes on but slows down if they hit something. If they go too slow, they are consumed by hot magma and in all likelyhood probably die!</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2011/08/frimkron-ld21-shot2.png"><img src="http://www.ludumdare.com/compo/wp-content/uploads/2011/08/frimkron-ld21-shot2-300x225.png" alt="" width="300" height="225" class="aligncenter size-medium wp-image-65004" /></a></p>
<p>I&#8217;m reasonably happy with the progress so far. It&#8217;s not much to look at but I&#8217;ve been tweaking values all over the place to get it to feel right. And that feels much more productive than worrying about whether my code is tidy enough or my graphics pretty enough, at this stage.</p>
<p>I&#8217;m going to put in proper win and lose logic, throw together a title and menu, and then it should be complete, gameplay-wise. Hopefully by the end of today I&#8217;ll have met my target of having a functioning game by the end of day 1.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2011/08/20/almost-a-working-game/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Videos for LD 19 TOP 20</title>
		<link>http://www.ludumdare.com/compo/2011/02/26/videos-for-ld-19-top-20/</link>
		<comments>http://www.ludumdare.com/compo/2011/02/26/videos-for-ld-19-top-20/#comments</comments>
		<pubDate>Sat, 26 Feb 2011 21:21:56 +0000</pubDate>
		<dc:creator>asfdfdfd</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=40751</guid>
		<description><![CDATA[Hi. I&#8217;ve created subj so if you still haven&#8217;t played these games you can watch videos and decide. Or send link to your friend. Here.]]></description>
			<content:encoded><![CDATA[<p>Hi.</p>
<p>I&#8217;ve created subj so if you still haven&#8217;t played these games you can watch videos and decide. Or send link to your friend. <a href="http://www.youtube.com/view_play_list?p=D3523E5A7E97D11D" target="_blank">Here</a>.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Making of The Secret Documents Timelapse and Gameplay</title>
		<link>http://www.ludumdare.com/compo/2010/12/20/making-of-the-secret-documents-timelapse-and-gameplay/</link>
		<comments>http://www.ludumdare.com/compo/2010/12/20/making-of-the-secret-documents-timelapse-and-gameplay/#comments</comments>
		<pubDate>Mon, 20 Dec 2010 22:10:33 +0000</pubDate>
		<dc:creator>Danik</dc:creator>
				<category><![CDATA[LD #19 - Discovery - 2010]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[timelapse]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=37700</guid>
		<description><![CDATA[So I have painstakingly assembled a timelapse for my game. I didn&#8217;t have any video editing tools besides Chronolapse and Camtasia, so it was kind of annoying, but I&#8217;m happy with the result. Click here to watch: http://www.youtube.com/watch?v=aeFOvKJqIDQ Update! Better version of the timelapse:]]></description>
			<content:encoded><![CDATA[<p>So I have painstakingly assembled a timelapse for my game. I didn&#8217;t have any video editing tools besides Chronolapse and Camtasia, so it was kind of annoying, but I&#8217;m happy with the result.</p>
<p>Click here to watch: <a href="http://www.youtube.com/watch?v=aeFOvKJqIDQ">http://www.youtube.com/watch?v=aeFOvKJqIDQ</a></p>
<p>Update! Better version of the timelapse:</p>
<p><object width="500" height="306"><param name="movie" value="http://www.youtube.com/e/lCPUnYfzxeQ"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/e/lCPUnYfzxeQ" type="application/x-shockwave-flash" width="500" height="306" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>AVOIDAL Summary and Post Mortem</title>
		<link>http://www.ludumdare.com/compo/2010/08/23/avoidal-summary-and-post-mortem/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/23/avoidal-summary-and-post-mortem/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 16:22:41 +0000</pubDate>
		<dc:creator>HybridMind</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[avoidal]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[summary]]></category>
		<category><![CDATA[timelapse]]></category>
		<category><![CDATA[trailer]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=26642</guid>
		<description><![CDATA[SUMMARY AVOIDAL page here on Ludum Dare (for rating and comments!) Gameplay Trailer (watch me score 1.5 million points!) Watch my TIMELAPSE Play the LD48 Official Compo Version of AVOIDAL Play the Post Compo Version I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again [...]]]></description>
			<content:encoded><![CDATA[<p><strong>SUMMARY</strong></p>
<p><strong><a href="http://www.ludumdare.com/compo/ludum-dare-18/?action=rate&amp;uid=234"><img style="border: 0px initial initial" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot4-v1-150x150.png" alt="Play AVOIDAL!" width="150" height="150" /></a></strong></p>
<p><strong><a href="http://www.ludumdare.com/compo/ludum-dare-18/?action=rate&amp;uid=234">AVOIDAL page here on Ludum Dare (for rating and comments!)</a></strong></p>
<p><strong><a href="http://www.youtube.com/watch?v=qH0AL9sNrro">Gameplay Trailer (watch me score 1.5 million points!)</a></strong></p>
<p><strong><a href="http://www.youtube.com/watch?v=LKtZNylG74M">Watch my TIMELAPSE</a></strong></p>
<p><strong><a href="http://avoidal.com/compo.html">Play the LD48 Official Compo Version of AVOIDAL </a></strong></p>
<p><strong><a href="http://avoidal.com">Play the Post Compo Version</a></strong></p>
<p>I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again for sure. I&#8217;ve never done one of these post mortem entries but I enjoy reading the other ones people post so I thought I&#8217;d take a crack at it.</p>
<p><strong>POST MORTEM</strong></p>
<p>You can read my detailed post mortem below:</p>
<p><span id="more-26642"></span></p>
<p><strong>FRIDAY</strong></p>
<p>I had an idea within two minutes of the theme announcement. This doesn&#8217;t always happen so I&#8217;m pretty excited.  I normally spend Friday night sleeping on the theme announcement after drawing a few mockups but this time was a bit different. I had an idea that I figured would be simple enough that I fired up photoshop and drew the following mockup:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mockup0.png"><img style="border: 0px initial initial" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mockup0-150x150.png" alt="First Mockup" width="150" height="150" /></a></p>
<p>I read over my notes and the concept felt solid for fun potential as well as being in line with the scope of a 48 hour competition. For my game studio work I typically develop within the 1 to 3 week time period but I&#8217;m familiar with the 48 hour marathon since I&#8217;ve competed in about 6 or more of these 2 day game competitions. I&#8217;ve also worked on learning my lessons (failures) well!</p>
<p>I refine the idea into a color mockup by doodling it again in photoshop:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mockup11.png"><img class="alignnone size-thumbnail wp-image-26644" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mockup11-150x150.png" alt="Second Mockup" width="150" height="150" /></a></p>
<p>You can see that I&#8217;ve got the basic enemy and player elements of the final game already in place. Spike and seeker type enemies. A large and silly player character that eventually becomes a stylized robot character. The gold stars as targets for the enemies to collide into.</p>
<p>Having fleshed the idea out more I&#8217;m ready to open up the Flash CS4 IDE and start implementing a graphical mockup:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mockup21.png"><img class="alignnone size-thumbnail wp-image-26649" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mockup21-150x150.png" alt="Third Mockup" width="150" height="150" /></a></p>
<p>Now the graphical assets above are all usable as initial art once I&#8217;m finished creating the mockup in Flash. It is a really cool thing about prototyping in an IDE like Flash that I can quickly put game logic into ActionScript 3.0 files behind each of those assets.</p>
<p>I work for about 3 more hours trying to get a first playable prototype. Getting the first playable prototype build is so crucial to iterating on the next part of the game that the earlier you can get feedback and play the game&#8211;the earlier you will be able to see how much more you need to implement. This couldn&#8217;t be more important than in a 48 hour game competition scenario.</p>
<p>I manage to post the following prototype build at 2am&#8211;four hours into the competition:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot-v001-11.png"><img class="alignnone size-thumbnail wp-image-26655" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot-v001-11-150x150.png" alt="First Playable Prototype" width="150" height="150" /></a></p>
<p>You can even <a href="http://hybridmind.com/ld18-eaw-v001.html"><strong>play the first prototype here</strong></a> if you want to see what I started out with.</p>
<p>I was very happy with what I was able to come up with at this point. I was able to know that the game idea was solid and more importantly&#8211;already very fun!  I knew that I&#8217;d sleep well Friday night and was looking forward to beginning to iterate on Saturday with a good start in the competition.</p>
<p>Time spent at this point was four hours.</p>
<p><strong>SATURDAY</strong></p>
<p>I awoke Saturday morning after about 5 hours of sleep. I checked out the Ludum Dare blog and found that a few people had played my game already and had left some encouraging feedback. This was a big morale and motivational boost as it meant more than just myself found the game fun.  I also found I had been awarded two funny LD awards: One for &#8220;Flash prototyping like Flash!&#8221; by Zlash and a second &#8220;Silver Star for Prototyping goodness&#8221; by Tyler. Thanks guys&#8211;you really made my morning!</p>
<p>Now today I was also excited because I was going to be driving over to Portsmouth NH for an in person meetup with some other Ludum Dare participants I had never met before. I&#8217;ve been working on getting out more into the game community around the New England area and this was an excellent opportunity to meet some other people who enjoy making games.</p>
<p>We met up in an awesome cafe called &#8220;Me and Ollies&#8221; and found an entire downstairs community center with AC and wifi and plenty of nice seating!</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/Portsmouth-NH-LD-meetup-saturday.png"><img class="alignnone size-thumbnail wp-image-26660" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/Portsmouth-NH-LD-meetup-saturday-150x150.png" alt="Portsmouth NH Meetup at Me and Ollies Cafe" width="150" height="150" /></a></p>
<p>That is me on the left and <em>billkyne </em>on the right.</p>
<p><strong><a href="http://www.youtube.com/watch?v=fEAC4fnobGI">Here is a short YouTube video</a></strong> filmed by <em>Jonny D</em> of the beginning of our meetup.</p>
<p>The meetup went really well. It was so refreshing to be able to see what others were working on and to just talk about game development and Ludum Dare related things. I also enjoyed the strange looks I got from others in the room when we would talk about our games to each other or when I would take photographs of my food:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/aug21-lunch1.jpg"><img class="alignnone size-thumbnail wp-image-26662" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/aug21-lunch1-150x150.jpg" alt="Saturday Lunch at &quot;Me and Ollies Cafe&quot;" width="150" height="150" /></a></p>
<p>I ended up getting less than four hours of work in on my game but the small lack of productivity was more than made up for by getting to meet <em>Jonny D</em> and <em>billknye</em>. I was able to post version <strong><a href="http://hybridmind.com/ld18-eaw-v002.html">two</a> </strong>of my game from the cafe.</p>
<p>I had so much fun and was inspired to drive back home after 6pm to get cracking again on my game!</p>
<p>Once I got home I was finally able to decide on the name<em> AVOIDAL</em> for my game<em>. </em>It took me longer than normal to pick a name this time.<em> </em>I like picking out unique names as well as names that often have domain name availability.</p>
<p>Avoidal isn&#8217;t a <em>real</em> word but it is in use lightly on the internet and has Urban Dictionary entries strangely enough. I decide that the low Google search noise will allow my game to eventually place well in search results for <em>Avoidal</em>.</p>
<p>I discover that avoidal.com was available and I register it and quickly setup some HTML and CSS in place on my sever to hold the eventual competition game entry. Why go through this extra effort? I enjoy crafting the entire experience for the player and I like the elegance of the idea of having my competition entry hosted on a dedicated, short, and memorable domain.</p>
<p>Having prepared the final destination for my game I get back to work on the actual game itself. Here is a screenshot from <strong><a href="http://hybridmind.com/avoidal-v03.html">version three</a></strong>:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot-v03-11.png"><img class="alignnone size-thumbnail wp-image-26667" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot-v03-11-150x150.png" alt="Version three" width="150" height="150" /></a></p>
<p>I spend some of Saturday night implementing <a href="http://playtomic.com/"><strong>SWFStats</strong></a> gameplay analytics. I love using an analytics package like <em>SWFStats</em> so I can start getting valuable aggregated play testing data to help improve the game as early as possible. It allows me to track custom metrics like average scores over the various difficulty levels and highest chain multipliers reached. Stats like that help me see graphs of what the difficulty curve is and make intelligent decisions about the mechanics and settings. I can also analyze play length data and number of views versus plays to see if my game is holding player interest or not.</p>
<p>I then focus on getting the bulk of the menus and game flow logic in place. I know from past competitions that once Sunday rolls around my brain will be a chaotic and spastic place. I like to handle all the <em>mundane</em> things like <a href="http://www.ludumdare.com/compo/2009/08/28/how-to-use-mochimedia-global-leaderboards-with-your-flash-entry/"><strong>online highscores implementation</strong></a>, preloader and initializer, game over screens, game state tracking, main menus, pause menus, sound mute widgets and all the other miscellaneous ephemera that goes into making a polished game. I enjoy putting a high level of polish into my games so it helps to still be fresh when I implement these things.</p>
<p>All told I put about four hours into my game getting all the non-gameplay stuff in place. I know that tomorrow will be reserved for final tuning, final graphics, sound effects, and music composition. I am preparing myself mentally for what I know will be a long day. I head off to bed and plan on getting another 5 hours of sleep.</p>
<p>That brings my Saturday development hours in at this point at about 8 and 12 total for the competition so far.</p>
<p><strong>SUNDAY</strong></p>
<p>Final day and I am PUMPED!  There is so much left to do to bring AVOIDAL to life and it&#8217;s time to get going.</p>
<p>I start off by redesigning the mine asset:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mine-creation.png"><img class="alignnone size-thumbnail wp-image-26675" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mine-creation-150x150.png" alt="Mine Creation" width="150" height="150" /></a></p>
<p>Those white spikes will become projectiles that eventually fly off if the player let&#8217;s the mine explode before destroying it. Those spikes also do the most damage of any of the enemies in the game.  I want the player to be motivated to destroy the mines with the other enemies so I do two things. First the the chain multiplier goes up each time you destroy a mine. A mine has a lifespan and will eventually explode if left alone for too long. When it explodes it releases the projectiles as well as resets the chain multiplier.  The second motivation for the player is that when the mines explode the spikes move pretty fast and in eight directions so they can be quite deadly. I&#8217;m hoping that this will be another aspect of excitement and tension in the game.</p>
<p>In order to get my coordinate offsets and angles correct I draw the following mockup:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mine-design.png"><img class="alignnone size-thumbnail wp-image-26674" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/mine-design-150x150.png" alt="Mine Design" width="150" height="150" /></a></p>
<p>This will let me spawn the mine tips at the correct coordinates when the mine detonates so that it will be a seamless visual effect of the tips of the mine sprite flying off. It ends up working quite well and my Sunday is off to a productive start.</p>
<p>I then go through and revamp all the graphics replacing all the placeholder art.  I pick new colors for some things while others remain more or less the same. I put in animations for most of the assets.</p>
<p>I then spent some time to tackle the main character design:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/main-character-design.png"><img class="alignnone size-large wp-image-26680" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/main-character-design-550x137.png" alt="Main Character Design" width="550" height="137" /></a></p>
<p>On the left is the placeholder art for the character from the prototype. Next to that is the character I had doodled in my original mockup. I still wanted to capture the light-hearted and goofy feel of that doodle instead of the cool mathematics of the pentagon.</p>
<p>I initially drew the third image overtop of the original sprite in the Flash IDE. This was so I would have the dimensions be equivalent so that gameplay wouldn&#8217;t change. I couldn&#8217;t get a freehand style I liked that I felt blended in well with the polygonal style I was already working with.</p>
<p>I scrapped the third freehand concept and started using basic primitives to sculpt out what would eventually become the little flying robot. I even sort of think of him in my mind as being named <em>Avoidal</em>.</p>
<p>Once I saw him animated I knew that I was happy with how I captured my original intentions with the doodle of the little flapping guy with the target on his chest.</p>
<p>I now had all my final art in place:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot3-v1.png"><img style="border: 0px initial initial" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot3-v1-150x150.png" alt="Final Art In Place" width="150" height="150" /></a></p>
<p>When I wasn&#8217;t working on the final art for my game I was playing it as much as I could and posted two more playable builds to get player feedback and start working out balance and difficulty issues.</p>
<p>Here is <strong><a href="http://hybridmind.com/avoidal-v04.html">version four</a></strong> and <strong><a href="http://hybridmind.com/avoidal-v05.html">version five</a></strong> for reference.</p>
<p>Now at this point I&#8217;ve been working since about 7:30am Sunday morning and I&#8217;m starting to really feel it. I find myself zoning off into space and starting to lose track of my train of thought.</p>
<p>I realize that I need to grab a quick dinner since I only have less than three hours remaining in the competition and there is still final menu polish, sound effects and music to create! I run out and grab some pizza and come back and inhale it. I didn&#8217;t even have time to take a photo because at this point the game is clearly the priority for me.</p>
<p>It may sound weird but participating in Ludum Dare competitions over the years has really helped me to remain cool under pressure when developing. When I feel the brain-tightening stress start I remember to relax and breathe in and out. I then refocus and keep working. I find using an online todo list web app really helps me stay on track.</p>
<p>With just a few hours remaining in the competition I fire up the <strong><a href="http://www.superflashbros.net/as3sfxr/">web version of SFXR</a> </strong>and start cranking out sound effects like a machine. During this part I keep a list of sound assets I need and the game playing in the background. I tab back and forth between SFXR and my game in the browser and imagine what kinds of sounds I am going for.</p>
<p>Then it is a frenzied mashing of buttons and hoping I get lucky on the <em>randomize</em> feature. I really love this part in that it feels like I&#8217;m fishing and I don&#8217;t know what I will catch.  I score some really lucky hits on randomize as well as some old standbys from the more normal themed buttons. I import them into Flash and tie them in with code. I even take the time to add some nice stereo panning to applicable sound effects based on sprite screen location.</p>
<p>I also have been taking care of various other tiny polish items from my todo list. I wanted to get a slight left and right lean to the robot sprite when the player is moving quickly back and forth. I also wanted to make sure to add an instructions screen in the event that someone gets stumped and actually decides to read the instructions (<em>hardly ever happens I know</em>&#8230;)</p>
<p>I now have less than 45 minutes remaining and I fire up Reason and use my Alesis midi keyboard to layout a quick menu chiptune loop.  I compress it into MP3 and put it in place in the game.</p>
<p>Holy crap only 15 minutes remains to do final screenshot and upload. I&#8217;m sort of a purist in I like to have my game fully submitted by the deadline. I managed to get everything filled out in the form and turned in with 5 minutes to spare.</p>
<p>Now comes the relief knowing that <strong><a href="http://avoidal.com">I&#8217;M FINISHED</a></strong>.</p>
<p>Total time spent on Sunday was over 14 hours&#8211;phew what a crunch!</p>
<p>Total game time spent developing was 26 hours. I&#8217;m getting faster&#8230;</p>
<p><strong>FINAL THOUGHTS</strong></p>
<p>I&#8217;m really quite pleased with how my game came out and my weekend in general. I feel lucky to have come up with such a simple and fun idea very early in the competition. I had a playable prototype so early it really let me focus on polishing the heck out of this little game and putting in all the normal bells and whistles I&#8217;d put into a releasable Flash game from my studio. This has been my most successful Ludum Dare yet&#8211;now I just have to see how other players like it!</p>
<p>I have to really pump myself up sometimes to participate in something as demanding as the marathon that is Ludum Dare. I almost want to collapse or feel like I might vomit sometimes from the amount of strain and wear that hits me after working 25-35 hours straight over the two days.</p>
<p>Why do I do it then?</p>
<p>Despite the wear and tear it is just an amazing concept to participate in a global event with so many other passionate game developers. I have a strong sense of competitive spirit and I like the opportunity to demonstrate my skills and love for game development. I like feeling the inertia of 100s of other game developers trying their best and simultaneously creating awesome games!</p>
<p>Ludum Dare really teaches me how to distill a game down into what is critically important and make hard decisions about features and scope that I have found I can apply outside of the stringent competition to my normal game studio work.</p>
<p>I started my independent studio and returned to game development largely because of participating in Ludum Dare a few years ago. It will always hold a dear place in my heart because of putting me back in touch with mychildhood dream of game creation. I&#8217;m just glad it clued me into what a great game development movement was going on that I was unaware of.</p>
<p>I can&#8217;t wait to play all the other games here!</p>
<p><strong>MY LINKS</strong></p>
<p><strong><a href="http://www.ludumdare.com/compo/ludum-dare-18/?action=rate&amp;uid=234"><img class="alignnone size-thumbnail wp-image-26688" src="http://www.ludumdare.com/compo/wp-content/uploads/2010/08/screenshot4-v1-150x150.png" alt="Play AVOIDAL!" width="150" height="150" /></a></strong></p>
<p><strong><a href="http://www.ludumdare.com/compo/ludum-dare-18/?action=rate&amp;uid=234">AVOIDAL page here on Ludum Dare (for rating and comments!)</a></strong></p>
<p><strong><a href="http://www.youtube.com/watch?v=qH0AL9sNrro">Gameplay Trailer (watch me score 1.5 million points!)</a></strong></p>
<p><strong><a href="http://www.youtube.com/watch?v=LKtZNylG74M">Watch my TIMELAPSE</a></strong></p>
<p><strong><a href="http://avoidal.com/compo.html">Play the LD48 Official Compo Version of AVOIDAL </a></strong></p>
<p><strong><a href="http://avoidal.com">Play the Post Compo Version</a></strong></p>
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		<title>Gameplay, finally!</title>
		<link>http://www.ludumdare.com/compo/2010/08/21/gameplay-finally/</link>
		<comments>http://www.ludumdare.com/compo/2010/08/21/gameplay-finally/#comments</comments>
		<pubDate>Sun, 22 Aug 2010 00:41:28 +0000</pubDate>
		<dc:creator>Redbone</dc:creator>
				<category><![CDATA[LD  #18 - Enemies as Weapons - 2010]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[screenshot]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=24943</guid>
		<description><![CDATA[You can knock your enemies over now! You knock them over by.. touching them! Then the knocked over enemy can knock over other enemies.They release particles when they are defeated, and you also release a bit when you touch them. yay]]></description>
			<content:encoded><![CDATA[<p>You can knock your enemies over now!<br />
<img src="http://dl.dropbox.com/u/7158510/LD/ld18_2.PNG" alt="yay" /><br />
You knock them over by.. touching them! Then the knocked over enemy can knock over other enemies.They release particles when they are defeated, and you also release a bit when you touch them. yay</p>
]]></content:encoded>
			<wfw:commentRss>http://www.ludumdare.com/compo/2010/08/21/gameplay-finally/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gameplay Done</title>
		<link>http://www.ludumdare.com/compo/2009/12/13/gameplay-done-2/</link>
		<comments>http://www.ludumdare.com/compo/2009/12/13/gameplay-done-2/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 20:57:49 +0000</pubDate>
		<dc:creator>Frimkron</dc:creator>
				<category><![CDATA[LD #16 - Exploration - 2009]]></category>
		<category><![CDATA[5 hours]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[labyrinth]]></category>
		<category><![CDATA[line of sight]]></category>
		<category><![CDATA[placeholder graphics]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[title screen]]></category>
		<category><![CDATA[treasure]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=13534</guid>
		<description><![CDATA[Cool. With 5 hours to go, I&#8217;ve completed the gameplay for my entry. It&#8217;s extremely basic &#8211; you just have to collect all the treasures from a giant labyrinth &#8211; but I&#8217;ve got my title screen and ending screens in there and everything. Here&#8217;s a screenshot demonstrating my line-of-sight stuff: Now I need to get [...]]]></description>
			<content:encoded><![CDATA[<p>Cool. With 5 hours to go, I&#8217;ve completed the gameplay for my entry. It&#8217;s extremely basic &#8211; you just have to collect all the treasures from a giant labyrinth &#8211; but I&#8217;ve got my title screen and  ending screens in there and everything. Here&#8217;s a screenshot demonstrating my line-of-sight stuff:</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/shot2.png"><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/shot2-300x234.png" alt="shot2" width="300" height="234" class="aligncenter size-medium wp-image-13537" /></a></p>
<p>Now I need to get started replacing all the placeholder graphics. Ack! Then again, maybe I should just call the game &#8220;Title Screen&#8221;&#8230;</p>
<p>If I get all that done, I&#8217;ll add some sound effects and then think about extra polish. But at this point, I&#8217;m not going to be adding any more gameplay elements.</p>
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		<slash:comments>0</slash:comments>
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		<title>Angry Caverns &#8211; now with Cavemen</title>
		<link>http://www.ludumdare.com/compo/2009/08/29/angry-caverns-now-with-cavemen/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/29/angry-caverns-now-with-cavemen/#comments</comments>
		<pubDate>Sun, 30 Aug 2009 02:54:07 +0000</pubDate>
		<dc:creator>HybridMind</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[angry]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[bats]]></category>
		<category><![CDATA[cavemen]]></category>
		<category><![CDATA[combos]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[vid]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=8750</guid>
		<description><![CDATA[ok Ok.. so they are still rather stick figure like.. BUT they switch comically between running and walking and change directions too.  You can watch a gameplay video of version 0.2 here. At this point I&#8217;ve implemented 2 different enemies (bats &#38; cavemen), 2 different weapons (stalactites &#38; geysers), a combo system, tracking of stats [...]]]></description>
			<content:encoded><![CDATA[<p>ok Ok.. so they are still rather stick figure like.. BUT they switch comically between running and walking and change directions too.  You can <a href="http://www.youtube.com/watch?v=FZsM3Z8uwfQ">watch a gameplay video of version 0.2 here</a>.</p>
<p><img class="alignnone size-full wp-image-8752" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/screenshot-v02.jpg" alt="screenshot-v02" width="500" height="407" /></p>
<p>At this point I&#8217;ve implemented 2 different enemies (bats &amp; cavemen), 2 different weapons (stalactites &amp; geysers), a combo system, tracking of stats like base level score, bonus score, and reporting back on a level over screen.</p>
<p>Many things still to do of course but my plan is still holding so far of trying to get the bulk of all implementation finished before generating levels and upgrading the graphics.</p>
<p><a href="http://hybridmind.com/angry-caverns-v02.html">You can play version 2.0 here in your browser too.</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Glaucon and the cave &#8211; screen1</title>
		<link>http://www.ludumdare.com/compo/2009/08/29/glaucon-and-the-cave-screen1/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/29/glaucon-and-the-cave-screen1/#comments</comments>
		<pubDate>Sat, 29 Aug 2009 16:08:45 +0000</pubDate>
		<dc:creator>athanazio</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[draft]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[glaucon]]></category>
		<category><![CDATA[light]]></category>
		<category><![CDATA[screen]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=8110</guid>
		<description><![CDATA[aha, the char is moving around with the light folowing =)]]></description>
			<content:encoded><![CDATA[<p>aha, the char is moving around with the light folowing =)</p>
<p><img class="alignnone size-full wp-image-8112" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/glaucon_and_the_cave_screen1.jpg" alt="glaucon_and_the_cave_screen1" width="450" height="338" /></p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gameplay</title>
		<link>http://www.ludumdare.com/compo/2009/04/19/gameplay/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/19/gameplay/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 17:51:50 +0000</pubDate>
		<dc:creator>jsb</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[food]]></category>
		<category><![CDATA[gameplay]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5541</guid>
		<description><![CDATA[Yay. Rescue the escaping villagers from the AWOD. Rudimentary AI works, there is already one losing condition and I got a particle system ready. Finally some results. Prost!]]></description>
			<content:encoded><![CDATA[<p>Yay. Rescue the escaping villagers from the AWOD. Rudimentary AI works, there is already one losing condition and I got a particle system ready. Finally some results.</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screen06.png"><img class="alignnone size-medium wp-image-5544" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screen06-300x248.png" alt="" width="300" height="248" /></a></p>
<p>Prost!</p>
<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/tutgut.jpg"><img class="alignnone size-medium wp-image-5545" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/tutgut-300x225.jpg" alt="" width="300" height="225" /></a></p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gameplay! Sort of. And meh.</title>
		<link>http://www.ludumdare.com/compo/2009/04/19/gameplay-sort-of-and-meh/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/19/gameplay-sort-of-and-meh/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 16:45:31 +0000</pubDate>
		<dc:creator>jolle</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[journal]]></category>
		<category><![CDATA[meh]]></category>
		<category><![CDATA[screenshot]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5491</guid>
		<description><![CDATA[I was going to post this maybe two hours ago, but some stuff turned up. You can build stuff, and the stuff do things, but you can&#8217;t win, there&#8217;s no enemies that actually attack, it&#8217;s not balanced, there&#8217;s no levels, and it all feels sort of meh. I could probably turn it into a pretty [...]]]></description>
			<content:encoded><![CDATA[<p>I was going to post this maybe two hours ago, but some stuff turned up.</p>
<p><a href='http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot09-gameplay-sortof-2.jpg'><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/screenshot09-gameplay-sortof-2-300x225.jpg" alt="" width="300" height="225" class="alignnone size-medium wp-image-5493" /></a></p>
<p>You can build stuff, and the stuff do things, but you can&#8217;t win, there&#8217;s no enemies that actually attack, it&#8217;s not balanced, there&#8217;s no levels, and it all feels sort of meh. </p>
<p>I could probably turn it into a pretty bad game with two hours of work (it&#8217;s pretty much all I&#8217;ve got left), but I&#8217;m not all that supportive of bad games. I&#8217;ll probably just post a non-entry.</p>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Advancing Development of Gameplay</title>
		<link>http://www.ludumdare.com/compo/2009/04/18/advancing-dev-of-gameplay/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/18/advancing-dev-of-gameplay/#comments</comments>
		<pubDate>Sat, 18 Apr 2009 18:35:51 +0000</pubDate>
		<dc:creator>Redbone</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[gameplay]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5133</guid>
		<description><![CDATA[Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don&#8217;t get hit by falling cans.]]></description>
			<content:encoded><![CDATA[<p><a href="http://s277.photobucket.com/albums/kk63/redbone112/ld/?action=view&amp;current=ld14_3.png" target="_blank"><img src="http://i277.photobucket.com/albums/kk63/redbone112/ld/ld14_3.png" border="0" alt="Photobucket" /></a></p>
<p>Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don&#8217;t get hit by falling cans.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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