Malevolent Planet Unity2d Day1 To Day3 Public Link -
This article explores that transformation, breaking down the initial 72 hours of a key public period for the game and, crucially, providing verified public links to experience this phase firsthand.
The project seemed to be a simulation of a planet in destruction. Volcanoes erupted, storms raged, and strange creatures roamed the terrain. A message on the project's main scene read: "Welcome, mortals. I have been waiting for you."
Building a 2D Space Survival Game in Unity: Days 1 to 3 Developing a 2D survival game presents a unique set of challenges, from handling top-down grid mechanics to structuring a scalable codebase. This three-day development log details the foundational phase of building Malevolent Planet , a dark, atmospheric sci-fi survival project in Unity 2D. Day 1: Project Architecture and Grid Initialization malevolent planet unity2d day1 to day3 public link
You can follow the real-time progress, view the source code, and test the latest WebGL builds via the public repository link below:
This text outlines the standard progression and learning outcomes usually associated with this specific stage of development (Days 1 through 3). This article explores that transformation, breaking down the
: 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
To make the planet feel alive and aggressive, build a spawning loop script ( HazardSpawner.cs ) that spawns alien spores outside the player's immediate view camera bounds. A message on the project's main scene read:
For those who prefer to play offline, the is also available for download directly from this itch.io page. Older builds and additional information can be found on the developer's Patreon page (e.g., SugarMint's posts), though the most recent public version is always on itch.io.
: Attach a Point Light 2D to the player with a small radius to serve as a failing flashlight or life source. Day 3: Hazardous Hazards and Enemy AI
: Implementation of the Inventory Menu and Character Screen to track player progression. Day 3: Expanding the World
using UnityEngine; using UnityEngine.Events; public class LifeSupportSystem : MonoBehaviour [Header("Stat Settings")] [SerializeField] private float maxOxygen = 100f; [SerializeField] private float decayRate = 1.5f; // Per second private float currentOxygen; private bool isSuffocating = false; public float OxygenPercentage => currentOxygen / maxOxygen; public UnityEvent OnOxygenDepleted; void Start() currentOxygen = maxOxygen; void Update() if (currentOxygen > 0) currentOxygen -= decayRate * Time.deltaTime; else if (!isSuffocating) isSuffocating = true; OnOxygenDepleted?.Invoke(); Debug.Log("Player is suffocating due to the hostile planet atmosphere!"); public void ReplenishOxygen(float amount) currentOxygen = Mathf.Clamp(currentOxygen + amount, 0f, maxOxygen); Use code with caution.