Too bad I wasn’t ready in time to finish a complete game for the compo. It took me too much time writing the game engine that I hadn’t enough left for designing a cool level. :( Sounds familiar to me as this was the same with the last ludumdare-compo. But the game-engine makes progress. So I implemented something like a cutscene-ability with scripted scenes.
e.g.
grandma.goLeft(10); grandma.wait(2f); grandma.goRight(10).
Also I implemented a statemachine and a statemachinecontroller and severall Nodes like switch nodes you can use in the conditons for a transition in the statemachine. Well, actually I last weekend (including the whole friday) I was about 16h per day at the computer resulting in a fairly nice braindead-state with a subzero-efficency. Producing only bugs so I wasn’t able to even release a mini-demo in time.
And last but not least I added beanshell as scripting language. Every blender-entity is available by it’s name and you can change every data at runtime in the console or via script.

Now my main task is to rewrite the engine (again) to have more clear core and extended features. I did do quite a good work and I think this should be done in about a week.

BTW: Here is the mini-demo

http://thomas.trocha.com/games/ass/assemblee.jnlp

EDIT:

Argh, for some reason it is (again) not running on every system. Don’t have a clue why but I don’t take the time now to find this out. I’m rewriting the engine and will then go on with this game. (Maybe :D )