Last Banana Day 1 to Day 30
Day 1:
I started developing a 2D game called "Last Banana" from scratch. The core concept involves a monkey character who throws bananas in boomerang-like trajectories at enemies, with the unique mechanic that the bananas can be recollected after hitting targets. During today's session, I successfully implemented basic player movement with WASD controls and mouse-following behavior. I then worked on creating the circular trajectory system using Unity's LineRenderer component, managing to draw circles that follow the mouse position. While I made progress with the basic mechanics, I encountered some challenges with the raycast implementation for detecting enemy collisions along the trajectory path, which will need more thought and work in the next session.
Day 2:
In today's session of developing "Last Banana," I worked on implementing a key game mechanic where a monkey character throws bananas in circular trajectories at enemies. The main challenge was trying to make the circular trajectory drawing start from the player's position and stop at enemy collision points. Despite trying various approaches including manipulating line renderers, working with angle calculations, and experimenting with different position offsets, I encountered persistent issues with the rendering system. The line renderer kept defaulting to starting from y=0 instead of the player's position, creating unwanted "Pacman-like" patterns. While I wasn't able to fully resolve these issues during today's session, I gained better insight into why LineCase would be more suitable than Raycast for this implementation, setting up a clearer direction for the next session.
Day 3:
Building on the previous sessions, I made significant progress with the game's core mechanics today. After cleaning up the code and implementing clockwise/counterclockwise trajectory options, I successfully added the banana throwing system. The player can now throw bananas along the calculated arc paths using left/right mouse clicks for different directions, and the bananas follow the trajectory properly with rotation and speed adjustments. I also implemented a basic inventory system where the player has a limited number of bananas that can be collected after use. By the end of the session, the core gameplay loop was working: throw bananas at enemies along curved paths, and collect them back to reuse. The next steps will be adding UI elements to show the banana count and enemy health points.
Day 4:
On the fourth day of developing "The Last Banana," I focused on implementing banana collection mechanics and enhancing the UI elements. The player can now collect bananas after throwing them, with proper collision detection controlling when bananas can be picked up. I also added a basic enemy movement system where the enemy moves between three set positions, and implemented UI elements to display both enemy health and the player's banana count. When hit by bananas, the enemy's health decreases by 10 points, which is reflected in the UI's health bar. While I had planned to work on different banana types, I ran out of time but laid the groundwork for tomorrow's tasks, which include implementing enemy projectiles, player health system, and potentially expanding the banana variety system.
Day 5:
On Day 5 of "The Last Banana" development, I implemented a weapon switching system that allows the player to cycle between three different banana types (yellow, green, and red) using number keys 1-3, with visual feedback showing the currently selected banana type. I also added a basic camera tracking system for the player character, though it's currently toggleable. The major addition was the start of an enemy combat system - I created a projectile mechanic where the enemy can shoot at the player, dealing damage and reducing the player's health. While implementing this, I discovered that the current projectile behavior, where projectiles stop at their target position, could be repurposed as a mine mechanic. Tomorrow's focus will be on refining the enemy projectile system to make shots continuous rather than stopping at fixed points, and possibly expanding on the mine concept where enemies can plant explosives that detonate after a few seconds.
Day 6:
Day 6 of "The Last Banana" development focused on expanding the enemy's combat capabilities and defensive systems. I implemented two types of projectile attacks: a direct shot that targets the player and a circular attack pattern that fires projectiles in multiple directions. The major addition was a rotating shield system where the enemy can spawn three shield objects that orbit around it, blocking the player's banana projectiles. I also added visual feedback when the player takes damage, making their character briefly flash white. For tomorrow's tasks, I've noted the need to implement similar hit effects for the enemy, add minion enemies, improve the trajectory visualization, and ensure player damage when touching the enemy.
Day 7:
On Day 7 of developing "The Last Banana," I focused on improving combat feedback and game boundaries. I implemented a flashing effect for enemies when they get hit by bananas, similar to the player's hit feedback from yesterday. I also added a knockback mechanism that pushes the player away when they collide with enemies or projectiles, along with temporary control disability to make these interactions more impactful. A significant addition was the implementation of proper game boundaries using walls with colliders to keep both the player and enemies within the playable area. I spent some time working on the visual aspects of the guard circles around enemies, experimenting with line renderer textures and tiling effects that scale based on the circle's radius, though this feature still needs some refinement for the arc-style trajectories.
Day 8:
On Day 8 of developing "The Last Banana," I focused on enhancing enemy behavior patterns and improving visual feedback for targeting. I implemented a new enemy movement system that allows for more complex action sequences, where enemies can now follow predefined patterns of moving and shooting, with customizable timings for each action. I also worked on refining the line renderer for the targeting system, attempting to create better visual feedback when the player's targeting arc intersects with enemies by changing the line color to red upon potential hits. While I made progress with the enemy movement patterns and shooting mechanics, I noticed that the circular movement patterns and targeting system still need refinement as they don't feel as intuitive as intended. The day's work laid the groundwork for more sophisticated enemy behaviors, though there's still room for improvement in making the gameplay feel more polished and engaging.
Day 9:
On Day 9 of developing "Last Banana," I focused on improving the game's combat mechanics, particularly the banana throwing system. The previous implementation, where players directly threw bananas at enemies, proved too difficult and unsatisfying. I spent the session working on a new targeting system that draws a line from the player to the cursor, with the intention of implementing a lock-on mechanic when the line intersects with enemies for a certain duration. While I managed to implement the basic line rendering system, I encountered several challenges with the lock-on functionality and collision detection. Although progress was slower than expected and I wasn't able to fully implement all the planned features, this session laid the groundwork for a more intuitive combat system that will be refined in future development sessions.
Day 10:
On Day 10 of "Last Banana," I continued refining the targeting system that I started working on yesterday. The session focused on implementing a lock-on mechanic where a line extends from the player to the cursor, turning red when it intersects with an enemy for a certain duration. I successfully implemented collision detection between the line and enemies, added visual feedback through color changes, and created a basic targeting system that allows players to throw bananas more precisely. While I made progress with the directional throwing mechanics and visual indicators, I spent the latter part of the session trying to figure out how to calculate an arc-based trajectory for locked-on targets, which proved to be more mathematically complex than anticipated. Although there are still some bugs to fix and features to polish, today's progress was more substantial than yesterday's, setting a good foundation for implementing enemy movement patterns and visual improvements in the next session.
Day 11:
On Day 11 of developing "Last Banana," I made the difficult decision to abandon the arc-based trajectory system I had been working on for the past few days. Despite spending most of the session attempting to implement a circular trajectory calculation that would allow players to curve their shots when locked onto enemies, the mathematical complexity and time investment proved too challenging to justify. After commenting out nearly 500 lines of experimental code, I decided to simplify the targeting system to focus on a more straightforward line-based lock-on mechanic. While today's session didn't result in many visible improvements, it helped clarify the direction for the game's combat system, setting the stage for tomorrow's work on refining the lock-on feature and implementing enemy movement patterns.
Day 12:
On Day 12, I successfully implemented a lock-on targeting mechanic for the banana throwing system. After abandoning a previous mechanic that wasn't working out after nearly a week of development, this new approach feels more promising. The system works by drawing a line renderer from the player toward potential targets - when held for two seconds, it locks onto the enemy, changing the line color to indicate successful targeting. Once locked, the player can shoot bananas directly at the enemy instead of relying on mouse position. I also made some progress with the enemy movement loop, implementing a patrol system where the enemy moves between positions and can shoot at the player. While there are still some UI elements and power scaling features to implement tomorrow, today was a productive session that got the core targeting mechanic working as intended.
On Day 13, I focused on enhancing the banana-throwing mechanics and enemy behavior systems. I implemented a power scaling feature where the throw strength is now proportional to the line renderer's length - longer lines result in faster, more powerful banana throws. I also created a resource management system where players need to collect bananas scattered across the map instead of having infinite ammunition. To improve gameplay feedback, I added a UI element that flashes "Locked On Target" when successfully targeting an enemy. For the enemy behavior, I worked on refining their movement patterns and attack cycles, implementing different speeds and shooting patterns based on their current state. While trying to add an "all-direction" attack pattern for the enemy, I encountered a bug that caused unusual behavior - this will be the first priority to fix in tomorrow's session, along with adding visual improvements to make the game more readable.
Day 14:
On Day 14, I focused on fixing two key issues and implementing a new enemy behavior mechanic. First, I addressed the banana projectile lifetime by adding an automatic disable feature after a short duration (1-2 seconds), preventing stray bananas from lingering in the game world. I then resolved a bug in the enemy's circular shooting pattern by adjusting the collision layers between enemy projectiles and the enemy itself. The main achievement was implementing a new dash-through-screen mechanic where the enemy temporarily disappears, then dashes across the screen in a pattern using predefined waypoints, adding a more dynamic and challenging aspect to the combat. I also began laying the groundwork for a two-phase enemy behavior system that will change based on the enemy's remaining health, though this feature will need to be completed in the next session.
Day 15:
On Day 15, I implemented multiple key gameplay enhancements to The Last Banana. The major addition was a three-phase boss battle system where the enemy's behavior changes based on its health: above 50% health maintains the original attack pattern, between 25-50% triggers more aggressive circular shooting patterns, and below 25% health causes constant player pursuit. I also created a minion spawning system where the boss can summon small square-shaped enemies that slowly track and move toward the player, adding another layer of challenge to the battle. Finally, I added a dash mechanic for the player character, allowing quick dodges with a customizable speed multiplier, though the cooldown system needs further refinement. While some visual polish and code cleanup is still needed, these additions have significantly enhanced the game's combat dynamics.
Day 16:
On Day 16 of The Last Banana development journey, I focused on refining enemy mechanics and improving visuals. I successfully fixed several critical issues, including the minion spawn system where projectiles were unintentionally pushing minions, and implemented proper layer interactions between ground bananas and other game elements. I also integrated the shield mechanic into the enemy's behavior loop, allowing the enemy to spawn rotating shields at specific intervals. A significant milestone was the initial implementation of visual assets, replacing placeholder graphics with proper sprites - including a new banana sprite and a gorilla character model. I also fine-tuned the player's dash mechanic to make movement more fluid and balanced.
Day 17:
On Day 17 of The Last Banana development, I focused primarily on enhancing the game's visuals by replacing placeholder graphics with proper character sprites and environmental elements. I implemented a bull character as the main enemy, complete with horn projectiles, and refined the existing gorilla player character. The environment received a significant upgrade with the addition of palm trees creating a jungle-like atmosphere, and ground textures to replace the basic background. I also made several technical improvements, including fixing the line renderer's speed and beginning work on proper rotation mechanics for the bull enemy. While working with these new assets, I identified several areas needing attention in future sessions, particularly the projectile direction system and the need to implement proper 2D animations for both characters.
Day 18:
On Day 18 of the Last Banana game development, I focused on improving character animations by leveraging the Animation Baking Studio asset to convert 3D animations to 2D sprites. I successfully implemented new animations for both the gorilla (main character) and the bull (enemy), including idle, walking, running, and damage animations. A notable improvement was the addition of a white flash effect during damage animations, replacing the previous color-changing system. I also fixed several issues with character rotation and sprite rendering, particularly with the bull's movement and the lock-on targeting system. While some minor bugs with animation transitions were encountered, they were resolved by adjusting trigger conditions and exit times in the animator controllers. The game's visual quality has significantly improved compared to previous days, setting a good foundation for implementing additional features like close-range combat in future sessions.
Day 19:
On Day 19 of the Last Banana game development, I focused on implementing melee combat mechanics and improving enemy minion behavior. I started by enhancing the minions' movement and rotation system to match the main bull enemy's behavior, ensuring they face the correct direction when moving. The bulk of the session was spent working on a new melee attack system for the player character, which involved creating a damage field with a circle collider that activates during attack animations. While I successfully set up the basic structure and animations for melee combat, I encountered some issues with the attack animation triggering twice and couldn't fully resolve the timing issues before the session ended. I also laid out plans for tomorrow's session, which include polishing the melee attack implementation, adding particle effects, and introducing environmental hazards like lava floors and rotating platforms to add more variety to the gameplay.
Day 20:
Today was all about refining the melee attack system for the gorilla player character. After some initial struggles with animation triggers and timing, I managed to implement a close-range attack that feels satisfying to use, especially against minions. The attack now properly enables and disables a damage zone during specific frames of the animation, allowing the player to deal damage to enemies within range. I also spent time tweaking the player and enemy sprites, updating visuals, and adding environmental elements like trees to enhance the game's atmosphere. Additionally, I started experimenting with danger zones—areas that deal damage to the player if they step into them. These zones will add an extra layer of challenge, forcing players to dodge and strategize during combat. While there’s still work to be done, especially in balancing interactions between projectiles and danger zones, today’s progress was a big step forward. Feeling tired but accomplished, I’m looking forward to polishing these features tomorrow!
Day 21:
Today’s focus was on expanding the bull enemy’s combat mechanics and refining the game’s core loop. I implemented a charge attack for the bull, where it lowers its stance and charges toward predefined points, creating dynamic pressure during fights. Next, I tackled the stomp attack—a shockwave ability triggered when the bull slams the ground. This required fine-tuning collision detection, animation events, and scaling effects to ensure the shockwave damages players who fail to dodge. Adjustments were made to the player’s dash mechanic (now mapped to the spacebar) to improve responsiveness, though balancing dash timing against the stomp attack’s hitbox remains a work in progress. On the narrative side, I fleshed out the story: the gorilla and bull are locked in a battle for dominance over the “Tropic Forest,” with the victor claiming the title of forest king. Visual polish included adding VFX to the gorilla’s melee attacks and refining enemy AI behavior for smoother movement cycles. While collision issues and animation triggers still need tweaking, the stomp attack’s shockwave effect and the charge mechanic’s intensity already add depth to boss encounters. Tomorrow’s goal? Perfecting dash mechanics and expanding the bull’s attack patterns for even fiercer showdowns!
Day 22:
Today’s session revolved around finalizing the bull boss’s three-phase combat mechanics. First, I implemented a 360-degree spin attack where the bull charges across the map, leaving fiery trails in its wake. For the second phase (health below 50%), the bull now spawns tornadoes that track the player, requiring precise dodging. The third phase (health below 25%) cranks up the intensity: the bull’s speed increases, tornadoes spawn faster, and visual changes (darker colors, aggressive animations) signal its heightened rage. I also tackled animation layering to differentiate phases and adjusted collision logic for tornadoes, though fine-tuning their movement remains a work in progress. Balancing the fight’s difficulty involved tweaking attack cycles and stomp shockwave sizes. Despite hiccups with Unity’s animation system and last-minute visual polish, the core boss loop now feels dynamic and challenging. With the WebGL release planned for late January, tomorrow’s focus shifts to playtesting and refining the final phase’s rotating shield mechanic. Almost there!
Day 23:
Today’s session kicked off with introducing a new boss enemy: the tiger! Building on the bull’s three-phase mechanics, I focused on converting 3D tiger animations to 2D using the Animation Baking Studio asset—though wrangling sprite sheets and missing attack animations (like the tiger’s swipe) led to some chaotic debugging. The tiger now has its own charge attack and a cone-shaped shockwave (via polygon collider tweaks), but aligning the collider’s rotation and scale took longer than expected. I also cloned the bull’s phase system, allowing the tiger to ramp up aggression with health-based visual changes (darker fur, faster movements). Despite hiccups—like a missing "paw swipe" animation and a glitchy cone collider—progress was made. The tiger’s AI now charges toward the player and triggers shockwaves, though balancing attack timing remains tricky. With 7 days left until the 30-day deadline, I’m racing to polish this new boss, finalize animations, and prep for the WebGL release. Tomorrow’s goal? Fix the tiger’s attack loop and maybe sneak in a third boss!
In today's development session, I focused on refining the tiger boss battle mechanics and improving player movement in my top-down shooter game. The main highlight was enhancing the gorilla character's dash ability with better timing and visual feedback through particle effects. I implemented a smoke trail system that activates during dashes, making the movement feel more impactful. For the tiger boss, I began working on its third attack phase, which involves a clever trap-placement mechanic where the tiger teleports around the arena to place gorilla traps. This new mechanic adds an interesting layer of strategy to the boss fight, requiring players to be mindful of their positioning while dodging the tiger's other attacks.
Day 25 of Last Banana development focused on enhancing the enemy Tiger boss fight with new shadow tiger mechanics. I implemented a system where the main Tiger boss can spawn shadow tiger clones that chase and attack the player, adding an extra layer of challenge to the battle. The shadow tigers can be spawned in multiple locations and execute coordinated attacks. I also worked on implementing a fire trail mechanic similar to the bull boss, where the Tiger leaves damaging fire trails while charging. The session ended with some debugging work on the banana throwing mechanics, which will need further attention in the next session. Despite some technical challenges, the new shadow tiger system adds an interesting dynamic to the boss fight, making it more engaging and challenging for players.
Day 26:
Day 26 brought significant progress to "The Last Banana" as we near the final stages of development. The main focus was implementing a crucial health regeneration mechanic through a new "eat banana" feature, allowing the gorilla to consume collected bananas to restore health. This addition required careful balance with a cooldown timer and temporary invulnerability during the eating animation. The latter half of the session was dedicated to creating a welcome scene with three distinctive dungeon doors, each leading to different boss fights. Using Blender, I created custom door assets and arranged them with dungeon wall backgrounds to create an atmospheric entry point to the game. The session concluded with plans for implementing a tutorial section and the recognition that extensive playtesting will be needed in the coming days to polish the experience before release.
Day 27:
In Day 27 of developing "The Last Banana", I focused on implementing the welcome scene's door system and tutorial elements. The main achievement was creating an interactive door system that lets players navigate between different scenes (Tiger Fight, Bull Fight) with a proper UI dialog system for confirmation. I also began work on a tutorial system using a monkey NPC to teach players the basic mechanics of throwing bananas, melee attacks, and eating mechanics. While the core door navigation system is working, there's still work needed on the tutorial dialogue flow and some refinements to the movement mechanics. The session ended with planning tomorrow's tasks, including implementing dialogue flows, playtesting puzzles, adding music, and potentially removing the dash mechanic.
Day 28:
In Day 28 of developing "Last Banana Bread," I focused on implementing crucial end-game conditions and polish for both the bull and tiger fight sequences. The main achievements included fixing the eat button functionality in the tiger scene, implementing proper death animations and state management for both the player and enemies, and setting up the level end conditions. I tackled several technical challenges, particularly with coroutine management and player control states after death. The session ended with implementing level end UI elements and scene transition logic. While there's still work to be done on sound effects and music, the core gameplay loop is nearly complete as we approach the 30-day development deadline.
Day 29:
On Day 29 of developing "Last Banana Bread," I focused on polishing the tiger boss fight mechanics and fixing various animation-related issues. A significant portion of the session was spent debugging animation layer problems, particularly with the tiger's color-changing mechanics and trap-planting abilities. After resolving these issues, I fine-tuned the enemy attack patterns and timing to create a more balanced and engaging fight experience. The session ended with fixing collision issues between bananas and implementing better spawn logic for collectibles. While some technical challenges slowed progress, particularly with the animation system, the game is nearly ready for its final build and web release tomorrow.
Day 30:
In the final day (Day 30) of development for "The Last Banana," I focused on polishing the game by implementing sound effects and a welcome dialogue system. The session began with adding a narrative introduction that provides players with the game's backstory about the jungle throne. I then integrated various sound effects including banana attacks, gorilla eating sounds, UI clicks, and background jungle ambiance. While most sound implementations were successful, I faced some challenges with the bull animation sound effects. The stream concluded with setting up the final boss fight scenes and preparing the game for a WebGL build that will be playable in browsers. After 30 days of development, this marks the completion of the project, ready for player feedback.
Last Banana
A game where the monkey is fighting to become the king of the jungle
Status | Released |
Author | DadMakesGames |
Genre | Action |
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