A common problem when working with Pixel Art for your games adapting your graphics for different screen sizes. Here’s how to fix Pixel Art for iOS games.
Is Artificial Intelligence week! If I though the complexity of the procedural level generation was quite something, digging deeper into the basic AI development for the enemies has been also quite the endeavor. At the moment all enemies share an EnemyBrain script which follows few simple rules to interact with the user, in a nutshell is based on a “Wander, follow, retreat” behavior where the enemy wanders until the Player is in range, at that point the enemy follows the […]
Categories: Art, Behind the scenes, C#, Devblog, Development Diaries, Game Development, Panda Hell, Unity 2D shooter • Tags: 2d games, 2d shooter, c#, game programming, gaming, indie game development, panda hell, unity
The problem I see with games versus other types of software is that in games having a Minimum Viable Product does not mean much. While in other type of software you may have a working solution to a problem that’s normally enough to get a prototype rolling, and iterate on customer feedback, with gaming has never been enough, as this will not generate enough traction. With games doesn’t feel like that, feels like what you need is a Minimum Lovable […]
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 cards, this image is from 10th of June, which shows 8.13h dedicated to Graphic Design. What the image does not say is that the same […]