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
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!
The game finally reached a point where is fun to play and works nicely overall. At this moment is playable so I’ll be compiling a web version soon, after I added some more niceties to make it easier to understand for people, so it can be play-tested by anyone. Is still far of having all the features I want to integrate in the final prototype, … Continue reading Weekly update Unity 2D shooter #2