Malevolent Planet Unity2d Day1 To Day3 Public Link
The planet feels alive and reactive. Public build: [Day2 build link placeholder].
One of the biggest accomplishments on Day 2 was getting the player controller working smoothly. Our developer was able to implement a simple yet effective movement system that would allow the player to navigate the game world.
public GameObject[] hazards; public float spawnIntervalMin = 5f, spawnIntervalMax = 10f; void Start() StartCoroutine(SpawnRoutine()); malevolent planet unity2d day1 to day3 public link
Implementation of the "Hub" centric exploration model, inspired by the Citadel from Mass Effect.
Enabled shadow casting on obstacle tilemaps to create dynamic, creeping shadows as the player moves. Day 3: Enemy AI Pathfinding and Game Loop State The planet feels alive and reactive
Syncing the build for public release to ensure stability outside the patron-only environment. Malevolent Planet 2D Day1.0 Garden Public Release - Patreon
: Radical changes to memory management and CPU usage to ensure the game runs smoothly even on lower-end devices. Public Access Link Our developer was able to implement a simple
Change the default global light color to a sickly, desaturated green or deep purple. Tilemap and Colliders