The final day of the cycle is about turning a "prototype" into a playable "game." This phase focuses on user experience and technical finalization.
By the end of Day 3, you should have a playable, atmospheric top-down shooter where the player can walk around, shoot enemies, and experience the "malevolent" environment. Adding weapon upgrades. Implementing a simple enemy spawning system. Expanding the map.
On Day 1, the development team focused on: malevolent planet unity2d day1 to day3 public link
With the core mechanics, basic AI, atmospheric lighting, and public distribution pipelines established, the foundation is ready for expansion. Future development sprints will introduce tilemap procedural generation, procedural animation for multi-legged alien fauna, and inventory systems for gathering rare planetary elements.
Integrated the New Input System package for easier porting and rebindable keys. The final day of the cycle is about
| Platform | Link | |----------|------| | | sugarmint.itch.io/malevolent-planet-unity | | MEGA Download (v0.2.3) | mega.nz/file/LXo3kQbQ#cTS8EAX87QkcBcivF3-1yBsNFn62emWpT8bGREUk_yY | | TFGames.Site Info | tfgames.site/index.php?module=viewgame&id=2198 | | Patreon (Early Access) | www.patreon.com/SugarMint | | Discord Community | discord.gg/vGSEKR2d |
Syncing the build for public release to ensure stability outside the patron-only environment. Malevolent Planet 2D Day1.0 Garden Public Release - Patreon Implementing a simple enemy spawning system
using System.Collections; using UnityEngine; public class PlanetMutation : MonoBehaviour public GameObject warningIndicatorPrefab; public GameObject volcanicSpikePrefab; private Transform playerTransform; void Start() playerTransform = GameObject.FindGameObjectWithTag("Player").transform; StartCoroutine(EruptionCycle()); IEnumerator EruptionCycle() while (true) yield return new WaitForSeconds(Random.Range(4f, 8f)); // Target the player's general vicinity Vector3 targetPosition = playerTransform.position + (Vector3)Random.insideUnitCircle * 2f; // Phase 1: Telegraph the danger GameObject warning = Instantiate(warningIndicatorPrefab, targetPosition, Quaternion.identity); yield return new WaitForSeconds(1.5f); Destroy(warning); // Phase 2: Activating the hazard GameObject spike = Instantiate(volcanicSpikePrefab, targetPosition, Quaternion.identity); Destroy(spike, 2.5f); // Automatically recycles the hazard tile Use code with caution. Generating Your Public Link on Itch.io
Assets & placeholder suggestions
Fixing interaction glitches found in the new Map and Dialogue systems.