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Pixel Beach - First Devlog

A topic by Onolix created Mar 17, 2021 Views: 182
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Welcome to the first devlog for Pixel Beach!

It's not much yet, but I've been working on it for a few weeks in my spare time and I think it's safe to say that I like where it's going.  Anyways, lets get to it.


The Game: 

Pixel Beach is a 2D village building / survival game. As the player, you will spawn on a relatively large island with a few people under your control. From there, you must survive. You 'll have to find a way to both feed and protect your people over the course of time, as summer and spring turn to desolate winter. 

At least, that's the idea. So far I've been mainly focused on getting the core elements of the game together. I'm using Unity to develop this, so luckily I didn't have to work on the super abstract stuff, but It has still taken quite a while to get to this point. I just finished up the behavior system for the people (whom I'll from this point refer to as 'pawns'), which required me to first implement A* pathfinding, which of course first required a world generator.

You get the point. A lot of work has already gone into this game and I'd really like to see it through to the end. I've been waiting until I was sure I liked the idea before I posted anything about it, and I'm definitely to that point now. Anyways, here's some pictures of the game:


This picture shows a small island which is procedurally generated.  Sorry about the compression, I had to zoom out a lot to get this image



Here is a more zoomed in image of the above island showing some *placeholder* pawns standing around. 




And here is just a forest. I don't why I took this picture, don't question it. 




Before you say anything, yeah, there's a whole lot of variety going on right now. The map is sparsely (as in definitely not) populated with animals, there's only one type of tree, and there's absolutely no plants to speak of. That's because I've spent the vast majority of my time thus far focusing entirely on the systems this game uses. I want each major piece of this game to work flawlessly and efficiently before I make the art, just to make sure everything is going to work how I want it to. I absolutely hate redrawing stuff, as you'll come to learn.

Still, I'm quite proud of each system I have in the game. Each one works quite well as of now, and is modular as well. That is, I can create new stuff really fast. The world generator is able to generate pretty massive islands in only about thirty seconds (and the small island I took a picture of takes about five), and the pathfinding is absolutely blazing fast.

Alright, you've reached the end! Thanks a ton for reading! If you're interested in the idea make sure to keep watch for the second devlog, I'll be posting that in a week or so once I have more to report on. See you around!