On Day 2, the goal was to make the "Planet" part of the title come to life. A static map feels predictable, so a basic procedural system was introduced. Tilemap Systems
Used Unity’s 2D Extras to create Rule Tiles for the alien terrain. This allows the ground textures to automatically connect, saving hours of manual painting.
The focus for Day 1 was stability and "feel." A survival game fails if the character movement feels sluggish or unresponsive. Core Architecture malevolent planet unity2d day1 to day3 public link
With the foundation built, Day 4 will focus on and the Day/Night Cycle , where the planet becomes significantly more aggressive once the sun goes down. To help you get the most out of this project, let me know:
Added a simple shader graph effect that makes the screen edge pulse red when the player is in danger. Day 3: Resource Management and UI Foundation On Day 2, the goal was to make
The following article serves as a comprehensive developer log for the first three days of building , a 2D top-down survival game in Unity. Malevolent Planet: Unity 2D Development Log (Day 1 - Day 3)
Survival isn't just about avoiding death; it’s about managing scarcity. Day 3 focused on the player’s vitals. The Survival Manager This allows the ground textures to automatically connect,
Created a simple script to flip the player sprite based on the mouse position, ensuring the character always faces the threat. Day 2: The Hostile Environment and Procedural Generation
Established the project using URP to take advantage of 2D Lights and Shadows, which are essential for the "malevolent" atmosphere.
Created a UI Canvas with sliders that update in real-time based on the Survival Manager’s data.