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	Comments on: Ludum Dare Day 1, 1PM: A Working Game	</title>
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	<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/</link>
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		<title>
		By: Delacroix		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215960</link>

		<dc:creator><![CDATA[Delacroix]]></dc:creator>
		<pubDate>Mon, 20 Dec 2010 03:03:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215960</guid>

					<description><![CDATA[I&#039;m liking this idea immensely. Brace yourself for &quot;Whose botprints are these?&quot; in regards to your random movement idea and the fact that bot lines of sight are represented by triangles.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m liking this idea immensely. Brace yourself for &#8220;Whose botprints are these?&#8221; in regards to your random movement idea and the fact that bot lines of sight are represented by triangles.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215818</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 18 Dec 2010 22:52:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215818</guid>

					<description><![CDATA[Nice! Like the colour coding idea, I wouldn&#039;t have thought of that. Like everything, I&#039;ll try it out if I have time.

Don&#039;t think I want the snowbot firing constantly - might make it more arcadey than I&#039;m going for. But the basic idea could work: you could click one button to set the turret&#039;s direction, and use the other to move. It could then shoot anything hostile in range and firing arc.

Right now, though, I think I&#039;ve got the current controls working better - there&#039;s now a marker where you clicked, so you can see how long you&#039;ve got to concentrate on firing before you have to deal with movement again. It&#039;s not the most elegant system in the world, but to me the difficulties that stem from it don&#039;t feel cheap, it&#039;s about as hard as it actually would be to aim the other way while running, say.

Haven&#039;t given up on Gunpoint, but I do seem to have slowed down. One of the reasons I&#039;m doing Ludum Dare is to refresh my enthusiasm for it, finish something easier first like I probably should have done when everyone told me to at the start of Gunpoint&#039;s development. The two day limit means this can&#039;t distract from Gunpoint any longer than I intended.]]></description>
			<content:encoded><![CDATA[<p>Nice! Like the colour coding idea, I wouldn&#8217;t have thought of that. Like everything, I&#8217;ll try it out if I have time.</p>
<p>Don&#8217;t think I want the snowbot firing constantly &#8211; might make it more arcadey than I&#8217;m going for. But the basic idea could work: you could click one button to set the turret&#8217;s direction, and use the other to move. It could then shoot anything hostile in range and firing arc.</p>
<p>Right now, though, I think I&#8217;ve got the current controls working better &#8211; there&#8217;s now a marker where you clicked, so you can see how long you&#8217;ve got to concentrate on firing before you have to deal with movement again. It&#8217;s not the most elegant system in the world, but to me the difficulties that stem from it don&#8217;t feel cheap, it&#8217;s about as hard as it actually would be to aim the other way while running, say.</p>
<p>Haven&#8217;t given up on Gunpoint, but I do seem to have slowed down. One of the reasons I&#8217;m doing Ludum Dare is to refresh my enthusiasm for it, finish something easier first like I probably should have done when everyone told me to at the start of Gunpoint&#8217;s development. The two day limit means this can&#8217;t distract from Gunpoint any longer than I intended.</p>
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		<title>
		By: Nonomu198		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215811</link>

		<dc:creator><![CDATA[Nonomu198]]></dc:creator>
		<pubDate>Sat, 18 Dec 2010 22:04:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215811</guid>

					<description><![CDATA[Oh, I have some ideas!
Have the player&#039;s robot (snowbot?) shoot constantly. Right click accelerates the bot across the slippery snow (which suspiciously acts like ice) while left click sets the firing direction, which in turn circles the bot around itself (therefore also changing its movement direction due to friction) in order to shoot at said direction, which is by now no longer the point in which you first clicked if you moved. Sounds complicated, I hope it isn&#039;t during gameplay.

You could also color-code the shield rings; from one color to another (for example: innermost is yellow while the outer ring is blue) or a different color every ring (ex. even rings are red, odd rings blue). This way you can make the rings smaller and people will still notice the health meter!

Hope I helped.

(Again, Tom, are you still working on that detective game?)]]></description>
			<content:encoded><![CDATA[<p>Oh, I have some ideas!<br />
Have the player&#8217;s robot (snowbot?) shoot constantly. Right click accelerates the bot across the slippery snow (which suspiciously acts like ice) while left click sets the firing direction, which in turn circles the bot around itself (therefore also changing its movement direction due to friction) in order to shoot at said direction, which is by now no longer the point in which you first clicked if you moved. Sounds complicated, I hope it isn&#8217;t during gameplay.</p>
<p>You could also color-code the shield rings; from one color to another (for example: innermost is yellow while the outer ring is blue) or a different color every ring (ex. even rings are red, odd rings blue). This way you can make the rings smaller and people will still notice the health meter!</p>
<p>Hope I helped.</p>
<p>(Again, Tom, are you still working on that detective game?)</p>
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		<title>
		By: Quasar		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215809</link>

		<dc:creator><![CDATA[Quasar]]></dc:creator>
		<pubDate>Sat, 18 Dec 2010 21:38:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215809</guid>

					<description><![CDATA[So, will having a larger shield mean that you can&#039;t enter smaller areas?]]></description>
			<content:encoded><![CDATA[<p>So, will having a larger shield mean that you can&#8217;t enter smaller areas?</p>
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		<title>
		By: Wilco T.		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215780</link>

		<dc:creator><![CDATA[Wilco T.]]></dc:creator>
		<pubDate>Sat, 18 Dec 2010 17:44:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215780</guid>

					<description><![CDATA[A little idea for the control scheme. How about holding the mouse button to make the bot chase the cursor, and it accelerates. Once you let go the momentum and speed carry the bot in the same direction, giving you a chance to shoot where you want well the bot &quot;slides&quot;. It&#039;d be a little more involved then the &quot;click go here&quot; thing, and a little more unique.]]></description>
			<content:encoded><![CDATA[<p>A little idea for the control scheme. How about holding the mouse button to make the bot chase the cursor, and it accelerates. Once you let go the momentum and speed carry the bot in the same direction, giving you a chance to shoot where you want well the bot &#8220;slides&#8221;. It&#8217;d be a little more involved then the &#8220;click go here&#8221; thing, and a little more unique.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215774</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 18 Dec 2010 17:25:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215774</guid>

					<description><![CDATA[Ha, I like it. I&#039;m having lots of fun trying to get behind bots at the moment - I&#039;ve made them scarily tenacious once they spot you.

Haven&#039;t decided yet, but if possible I&#039;d like a Discovery element where I don&#039;t have to hand-make all the things you can discover, so bespoke mechanics might be too expensive.]]></description>
			<content:encoded><![CDATA[<p>Ha, I like it. I&#8217;m having lots of fun trying to get behind bots at the moment &#8211; I&#8217;ve made them scarily tenacious once they spot you.</p>
<p>Haven&#8217;t decided yet, but if possible I&#8217;d like a Discovery element where I don&#8217;t have to hand-make all the things you can discover, so bespoke mechanics might be too expensive.</p>
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		<title>
		By: Lorc		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215772</link>

		<dc:creator><![CDATA[Lorc]]></dc:creator>
		<pubDate>Sat, 18 Dec 2010 17:13:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215772</guid>

					<description><![CDATA[You could kill two birds with one stone re: &quot;discovery&quot; and enemy behaviour. 

Every enemy has an invulnerable shield. They also have a different set of rules describing their movement and how you can get past their shield, which you need to figure out Zendo-style.

Examples!

The green enemies&#039; shield visibly doesn&#039;t cover their rear 90 degree arc. They try to move continuously towards you and run you over but have a wide turning circle.

Red enemies  are blind and fire in a set direction every second or so. They are invulnerable except for their forward 45 degree arc. Whenever you fire a shot, they turn to face the source of the noise.

And so on.]]></description>
			<content:encoded><![CDATA[<p>You could kill two birds with one stone re: &#8220;discovery&#8221; and enemy behaviour. </p>
<p>Every enemy has an invulnerable shield. They also have a different set of rules describing their movement and how you can get past their shield, which you need to figure out Zendo-style.</p>
<p>Examples!</p>
<p>The green enemies&#8217; shield visibly doesn&#8217;t cover their rear 90 degree arc. They try to move continuously towards you and run you over but have a wide turning circle.</p>
<p>Red enemies  are blind and fire in a set direction every second or so. They are invulnerable except for their forward 45 degree arc. Whenever you fire a shot, they turn to face the source of the noise.</p>
<p>And so on.</p>
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		<title>
		By: FlyingSquirrel		</title>
		<link>https://www.pentadact.com/2010-12-18-ludum-dare-day-1-1pm-a-working-game/#comment-215761</link>

		<dc:creator><![CDATA[FlyingSquirrel]]></dc:creator>
		<pubDate>Sat, 18 Dec 2010 15:48:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=2496#comment-215761</guid>

					<description><![CDATA[I vote for a play on a classic Christmas story or carol or something. Snowbots Came Upon the Midnight Clear; Carol of the Snowbots; A Snowbot Christmas Carol; Snowbot Night; etc etc]]></description>
			<content:encoded><![CDATA[<p>I vote for a play on a classic Christmas story or carol or something. Snowbots Came Upon the Midnight Clear; Carol of the Snowbots; A Snowbot Christmas Carol; Snowbot Night; etc etc</p>
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