The focus for Day 1 was stability and "feel." A survival game fails if the character movement feels sluggish or unresponsive. Core Architecture
Organized the project into Scripts, Prefabs, Sprites, and ScriptableObjects to ensure scalability. Player Controller
Used ScriptableObjects to store player stats (Health, Oxygen, Battery). This makes it easy to balance the game later without digging through code.
: Art displayed at full resolution compared to earlier internal tests. Story Progression malevolent planet unity2d day1 to day3 public link
Established the project using URP to take advantage of 2D Lights and Shadows, which are essential for the "malevolent" atmosphere.
For those interested in following the development of "Malevolent Planet" or even contributing to its growth, the public links remain available. The journey so far is a compelling narrative of game development, showcasing how a concept can evolve into a playable, engaging experience over just a few days. The future of "Malevolent Planet" looks promising, and its development journey offers valuable insights for both aspiring and veteran game developers.
Which are you using? (Old Input Manager or the New Input System package) Do you need help writing the Day 4 combat mechanics ? Share public link The focus for Day 1 was stability and "feel
Malevolent Planet Unity2D Prototype (GitHub) (Note: Replace with your actual live URL) Day 1: Project Setup and Pixel-Perfect Movement
: Working on specific character animations and upgraded "Chibi" art.
that follows the journey of Emma, a character training for space travel whose path is shaped by player choices. This makes it easy to balance the game
: Introduction of two fresh animations to bring the world to life. Day 2: Refining the Experience
using UnityEngine; public class WorldGridManager : MonoBehaviour [Header("Grid Dimensions")] [SerializeField] private int width = 50; [SerializeField] private int height = 50; [SerializeField] private float cellSize = 1.0f; [Header("References")] [SerializeField] private GameObject tilePrefab; [SerializeField] private TileData defaultGroundData; private TileComponent[,] grid; private void Start() GenerateWorld(); private void GenerateWorld() grid = new TileComponent[width, height]; for (int x = 0; x (); tileComponent.Initialize(x, y, defaultGroundData); grid[x, y] = tileComponent; } } Use code with caution. Day 2: Top-Down Movement and Rigidbody Physics
: Unity allows for builds on Windows, macOS, Android, and WebGL. Day 1 to Day 3: Development Milestones
: A new playable map where players can explore the lush, alien flora of the planet. Visual Upgrades : Significant improvements to the Chibi art style for character sprites. Core Menus : Implementation of the Inventory Menu Character Screen for player progression. New Content