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!

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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 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

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