TILCode: A programming journey

  • Panda Hell update #7: Procedural level generation is live!

    Panda Hell update #7: Procedural level generation is live!

    Before going deeper into the new features I have added this week, here’s a quick video of the current status (captions pointing some features): Procedural generation script Last week I decided to take a detour in the current development and move from a random generated level system to a procedural generated one. I really believed

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  • First 100 hours breakthrough

    First 100 hours breakthrough

    Well well, definitely is hard to calculate how much time a project will take, and even harder if it’s your first project. I’ve just realized that today I break through the first 100 hours in Panda Hell,that’s an average of 2.5h daily for the last 6 weeks, since I started the project. When I initially

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  • Panda Hell update #6: Design decisions and moving to procedural level generation

    Panda Hell update #6: Design decisions and moving to procedural level generation

    Game play experience completed This week I’ve been working in making the game play a complete experience and get a full-game feel, where you start a game, you go through the levels, you encounter the final boss and you finish the game. Which leaded to some design issues (more below), let’s start! – Added a

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  • Panda Hell update #5: Moving to Bangkok, destructible terrain, and new weapons.

    Panda Hell update #5: Moving to Bangkok, destructible terrain, and new weapons.

    Adding new features and mechanics: This week was a little tricky to dedicate time to the game as I was flying back from Spain to Bangkok, working, and to top it up there was an air traffic strike which didn’t make things easier. After around 48 hours I landed in Bangkok and looked around for

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  • Weekly update #4 – Say hi to “Panda Hell”, fixing bugs, and the burnout itch

    Weekly update #4 – Say hi to “Panda Hell”, fixing bugs, and the burnout itch

    Last week was all about fixing core bugs, polish roughness, add art and start to plan a soft launch ( maybe using itch.io refinery, which I recently discovered),which more or less accomplished, but as I have limited time to work on this I couldn’t advance as much as I wanted. However I spent 70% of

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  • Weekly update 2D shooter #3 – Adding art!

    Weekly update 2D shooter #3 – Adding art!

    The initial prototype works nicely (most of the time) but looks pretty bland (as well as bad, as is not optimized for pixel art yet), which is “normal” as I spent almost all my time in coding the initial game play and mechanics. I track the time working on this game using Harvest and Trello

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