Malevolent: Planet Unity2d Day1 To Day3 Public Link
The build is accessible for Android , Windows , and MacOS , with a playable online WebGL version for immediate access. Technical Milestones & Development Issues
This public link is valid for 7 days and shares a thread, including any personal information you added. This link or copies made by others cannot be deleted. If you share with third parties, their policies apply. Can’t copy the link right now. Try again later.
The Universal Render Pipeline's 2D Light system was leveraged to build an eerie atmosphere.
Post by SugarMint in Malevolent Planet v0.2.3 comments - itch.io malevolent planet unity2d day1 to day3 public link
using UnityEngine; using UnityEngine.InputSystem; [RequireComponent(typeof(Rigidbody2D))] public class PlayerMovement : MonoBehaviour [SerializeField] private float baseMoveSpeed = 5f; private Rigidbody2D rb; private Vector2 moveInput; private float currentSpeedModifier = 1f; private void Awake() rb = GetComponent (); rb.gravityScale = 0f; // Top-down perspective safety rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous; public void OnMove(InputValue value) moveInput = value.Get (); private void FixedUpdate() Vector2 targetVelocity = moveInput * (baseMoveSpeed * currentSpeedModifier); rb.velocity = targetVelocity; public void UpdateSpeedModifier(float modifier) currentSpeedModifier = modifier; Use code with caution. 3. Grid-Based Environmental Feedback
A decoupled canvas manager listens to the vital events to update regular UI sliders cleanly.
using UnityEngine; [CreateAssetMenu(fileName = "NewTileData", menuName = "MalevolentPlanet/Grid/TileData")] public class TileData : ScriptableObject public string tileName; public Sprite visualSprite; public bool isWalkable; public float movementSpeedModifier = 1.0f; public float toxicityLevel; // Environmental hazard value Use code with caution. 3. Procedural Grid Generation The build is accessible for Android , Windows
One of the standout features of "Malevolent Planet" is its use of procedural generation to create levels. On Day 2, the developer began implementing a basic procedural generation system. This involved creating algorithms that could randomly generate terrain, obstacles, and enemy placements. The goal was to ensure that no two playthroughs are ever the same, offering high replay value.
Day 3 also saw the addition of new content, including different types of terrain, additional enemies, and power-ups. The introduction of power-ups added a new layer of strategy, allowing players to adapt to the hostile environment in different ways.
is an ambitious transition from a text-based JavaScript project to a fully realized Unity 2D top-down adventure. This article explores the critical initial development phase—Day 1 through Day 3—detailing the engine shift and the mechanics introduced in early public builds. The Evolution: Why Move to Unity 2D? If you share with third parties, their policies apply
On the second day, we focused on implementing the game's core mechanics:
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.
The main physical terrain, fitted with a Tilemap Collider 2D and a Composite Collider 2D set to Used By Composite . This minimizes collider vertices, optimizing physics calculations. Character Controller Foundations
We hope you enjoy playing Malevolent Planet, and we look forward to seeing how our developer continues to update and expand the game in the coming days and weeks.
One of the biggest challenges on Day 1 was getting used to Unity's interface and learning the basic navigation. However, with the help of Unity's extensive documentation and tutorials, our developer was able to quickly get up to speed.