30th
Pile of Kittens: Day 3
I usually put my dev logs for game dev competitions in more out of the way places, but apparently Pile of Kittens’ is going here!
Given that my last screenshot was a mockup of the style I’m using now, things don’t look much different, but I can pick up and throw kittens now, which is exciting and makes for some pretty hilariously named chunks of code. It’s going to be tough to go back to working on games where every other line of code doesn’t mention kittens.

Initially I assumed that I’d be able to just click on anything I wanted to pick up and have things work easily enough, but the simple issue of needing a limit to kitten grabbing distance, and making that obvious, resulted in a surprising amount of extra design and code work.
Other things: fixed the majority of my animation issues this morning via my tried-and-true give up and do it the easy way method. Tweaked physics to be faster since my games’ physics are often called a bit floaty. I also pushed my project to Mercurial once I got kitten tossing working. It seems ridiculous, but I was pretty nervous about my last project not being version controlled despite only working on it for two days. I throw most of this slapdash stuff in Dropbox just in case a hard drive implodes, but that’s not enough to protect my game from my bad ideas. That said, I don’t have enough time for those with this contest, so I guess I’ll just skip them this time around.