Ludumdare 48
So, first things first I did it. I signed up and participated in the Jam and this time around I worked until the final hours doing whatever I could before submitting the game!

I’d already sort of decided before the Jam started that I’d like to do something using Raycasting. I’d done a little bit of studing about the technique before hand, and looked at some tutorials but only ever put together something basic. In hindsight this wasn’t the best idea, I seriously underestimated how complex the Maths for Raycasting is and just getting to the point of having a basic engine, with basic textures and basic sprites with some animations took me the majority of the 72 hours.
There were also some performance challenges that in the end I managed to find solutions for, but again it sucked up a lot of time reworking code and distracting me from actually working on the gameplay.
In the end, the final product is functional but it is sub par when it comes to gameplay.
I have got plenty more ideas though, so I’ll be continuing to work on the game and see if I can get some of the missing features implemented over the next month or so.
I’ll also followup writing some more detailed posts about some of the specific challenges and how I worked around them as others might find that useful.
You can find the code over on my GitHub, and you can try the final product for yourself here.