Category: Behind the scenes
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Panda Hell update #9: More art and enemy AI using the A* Search algorithm
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…
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Panda Hell Update #8: Minimum Lovable Product
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…
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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
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
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…