LD20: Hot Potato Development Time Lapse

Here’s a video of my desktop through almost 72 hours of development of Hot Potato compressed into less than 2.5 minutes:

LD20: Hot Potato is Finished

It’s complete. I’m not satisfied with the balance or the feel, but Hot Potato is finished and submitted.

Oh. I should rebuild it on my Debian system since other people tend to have problems playing my game when I build a project on my Ubuntu system I might make a Windows port soon, but . . . → Read More: LD20: Hot Potato is Finished

LD20: Passing Through Chains of Entities Works Now

Even without Pedestrians, I might have implemented one of the items on the list since I wanted to change the behavior of package passing.

Now when a package is being shoved down a chain, the last courier in the chain receives the package. Technically, the only entities that would break the chain are the VIP . . . → Read More: LD20: Passing Through Chains of Entities Works Now

LD20: Multiple Couriers Can Move In One Phase

Moving multiple couriers was a little tricky, but it was mainly because I didn’t realize what exactly I was supposed to be checking in my code.

I originally created a mapping of Courier pointers to bool values to represent whether a courier has been moved already.

std::map<Courier *, bool> m_couriersHaveMoved;

At the beginning of . . . → Read More: LD20: Multiple Couriers Can Move In One Phase

LD20: The Thrill of Victory, the Agony of Defeat

Behold, win and lose conditions are in!

Basically, if an enemy agent is next to the courier holding the package, you lose. If, however, the VIP is next to the courier holding the package, you win.

So technically, I have a game finished. It’s very unfun, very unpolished, and very uninteresting, but you can . . . → Read More: LD20: The Thrill of Victory, the Agony of Defeat

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