So 2021 is a thing indeed. Pandamned had to be put on hold, started a job as a pharmacy technician to make ends meet. Back injury led to a leg injury led to a severe DVT (probable cause) for which I will be on permanent blood thinners. But I am crawling back up slowly!
After being sick for a few weeks things are finally back on track with Pandamned! I finally have a demo for you to have a go at. Its PC only, not a graphics-intensive game so most rigs will run it.
Check readme file first and any feedback is welcome!
https://t.co/37rXOoxVi8
@stef_peacock Ooof agreed. I heard pilots from around the world come to train rough landings in Wellington (but it might just be a tall tale). Last bad one I had the pilot made 4 failed attempts before landing a bumpy and very lopsided 5th. Glad I am done with it.
3852 lines of code over 19 scripts so far and about, I'd say 8/10 of the way there. My hat off to anyone who has coded a game engine from the ground up. This is hard stuff. The more you do the more you realise you have to still do!
#indiedev#indiegame#indiegames#unity3d
@UnamusedSquare It's actually quite a good forest you have going there. I don't think the trees need to be further or bigger, all I can say is more variation might help (and some of the tree trunk widths look a little strange). As it is, it is actually quite nice.
@arunavaskar @NetworkIndie You know what, I have no idea, it was mostly used as an educational language when I was younger. I think Visual and Turbo Pascal came out to be even easier to use (Correct me if I am wrong), but I didn't follow them. I headed straight to C and C++ and these days C#
Finally a name for the game! I give you "Pandamned, or The Apocalypse Doesn't Wait for You". Coming to places all good procedurally generated loot and skill tree based Indie RPGs are sold in about 2 months.
#pandamned#pandamnedthegame#indiedev#rpg#roleplayinggames#unity3d