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Ludum Dare 13 :: December 5th-7th Weekend :: Theme :: Roads

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Log entry - Initial code stuff

Posted by jolle

Saturday 12:17
So, haven’t really done much more then ending last entry, but I’ve ideas about the second game, and I want to write down. OK, idea is, you see the estimated path at all times (for the current level anyway?) and you can use your equipment at any point in time. In addition, there’s pickups available, so you don’t have everything you need to complete the game at the start, you must pick some up on the way. And… maybe I could randomize the levels. But then I wouldn’t know if they were possible to complete. Worth investigating maybe?

[insert time here]

OK, had some time wasted on running updates etc (I’m at my parents place, using their computer) so there’s some dead time. More about the actual game idea: it might be too complex. But maybe worth trying it out a little. Not sure I will have time for it today, but we’ll see.

Saturday 13:30
Got init code up. It’s actually old init code, but it’s nothing game related. Just setting up GLFW, printing text, drawing quad really. I’d just rewrite it the same anyway. Also drawn a glowy particle sprite thingy, but I think I’ll have to redo it as it’s not that great. Anyway, need to take a break now for shower and stuff.

Saturday 15:10
I’m off for food, and the off for longer (family party thingy). Has written a bit on the state stuff, and also some utility code (ptr_list / ptr_vector, kids of std::list etc that owns their content leaving memory management easier. With a another language with a gc (say D) this wouldn’t have been needed, but decided to use C++ that I’m used to, and it doesn’t take more than say 10 minutes extra anyway, and I can think about the game during it). Also ‘cheated’ a bit more, using an older vec2 class.

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