LD20: Coding the Plaza and Entities

So I’ve been tackling the Plaza, which was originally planned to be a simple representation of the play area grid.

It also keeps track of each Entity running around. I keep Pedestrians, Couriers, and EnemyAgents in separate containers, and there is a single VIP (the goal) as well. All Entities have position, orientation, and . . . → Read More: LD20: Coding the Plaza and Entities

LD20: Working High Level State Machine and Dinner

The title screen doesn’t look very different from the splash screen:

Still, there’s a lot of code powering that title screen now. I ended up borrowing more code from my other projects to get more boilerplate stuff in. I’m surprised how basic yet complex my boilerplate code is. Stuff like menu handling and basic . . . → Read More: LD20: Working High Level State Machine and Dinner

LD20: Lunch and Birthing a New Project

What’s faster than reheating leftovers?

I’m going to need to eat some fruits and vegetables soon.

Anyway, last time I had a working build. My next goal is to get an SDL window to open and close. This part will either just work or I’ll find some weird complication here, too.

. . . → Read More: LD20: Lunch and Birthing a New Project

LD20: How to Lose 40 Minutes During a Ludum Dare Compo

CMake, how I love it when you just work.

CMake, how I hate it when you don’t work.

I should have prepared for this compo by having a basic, buildable project ready to go.

In trying to create the barest project for LD20, I’ve copied the directory structure and CMake build scripts from my . . . → Read More: LD20: How to Lose 40 Minutes During a Ludum Dare Compo

LD20: Prototyped Game Play

I used my trusty graph paper and my handy-dandy game design prototype toolbox to see if the game rules I came up with could be any fun.

In this image, the hearts represent pedestrians walking across the plaza. They are oriented in the direction they are going, a nice characteristic of heart tokens as . . . → Read More: LD20: Prototyped Game Play

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