I though would be interesting to keep track of the blockers I found this week when developing my snake-lookalike mini game project , some may find a solution to a current problem they’re having, and I may be helpful for myself in the future as well. Continue reading Learning Game Dev #1: OnPointer vs Mouse, Orthographic camera, deltaTime, and 2D Sprites.
An Unity 2D remake of the classic Snake game for iOS and Android, with a twist. Continue reading Ngu Update #1: A twist to the classic Snake game
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
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
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.