Panda Hell update #10: The wonders and miseries of not having enough time

This last week I couldn’t invest much time in Panda Hell (~7h total) however I could move forward a bit in the A* pathfinding implementation , so enemies act smarter. At the moment the script analyzes the terrain that has been generated and sets a layer mask on top which differentiates the terrain in either walkable or non-walkable. You can see here the layer mask … Continue reading Panda Hell update #10: The wonders and miseries of not having enough time

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 is based on a “Wander, follow, retreat” behavior where the … Continue reading Panda Hell update #9: More art and enemy AI using the A* Search algorithm

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

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 planned the time it would take me, I thought that … Continue reading First 100 hours breakthrough

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