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 never been enough, as this will not generate enough traction. … Continue reading Panda Hell Update #8: Minimum Lovable Product

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 this could take me at least a few weeks but … Continue reading Panda Hell update #7: Procedural level generation is live!

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 score system by using PlayerPrefs, this stores the info between … Continue reading Panda Hell update #6: Design decisions and moving to procedural level generation

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 coffee shops where to get some work done, as being … Continue reading Panda Hell update #5: Moving to Bangkok, destructible terrain, and new weapons.

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 the time trying to re-build the player’s movement logic and … Continue reading Weekly update #4 – Say hi to “Panda Hell”, fixing bugs, and the burnout itch