About Bud the Spud

"Bud the Spud" is a potato and unlike other potatos Bud is perfectly happy to remain a potato, he has no intention of becomming "Mashed Potato, French Fries, potato Chips" or anything else that takes away from his being just a plain ordinary potato.

one day Bud discovers that the "Rotten Potato" is selling off his fellow potato people to the fast food conglomorates in a mass genocide of his own people. Now this is enough to piss off any self respecting potato. And so begins Bud's adventure to find and stop the "Rotten Potato" from this dastardy most dispicable act of genocide. Bud will have no easy task as he will have many obstacles along the way, deadly toxic mud bogs to cross, attacking Worms, Potato Beetles, rogue toy Robots, food processing machines, Hibachi BB Q's and so much more.

Thus begins the concept for my indie game development project "Bud the Spud"
Showing posts with label auto waypoints. Show all posts
Showing posts with label auto waypoints. Show all posts

Saturday, May 26, 2012

Sand Box Level Updates

I've made a lot of changes and additions to the Sand Box level this week. I played around with the Blob Shadow projectors for the Potato Beetles so now they project the blob shadow offset in accordance to the sun's position in the sky.

I added a terrain to the outside of the Sand Box, it's never really meant to be seen, it's more there as a place to put the trees which I figured made a nice touch the the scenic background detail to this level. They cast nice shadows onto the sand terrain inside of the Sand Box and on the accompanying toys inside of the Sand Box.

I'm still working on tweaking the Sand Box shooting robot's fire control a little, it's taking a bit of testing it out trial and error to see what works best. Sometimes if you just keep Bud the Spud moving and zigzag a lot you can usually get by the wildly shooting robot but sometimes he gets a lucky shot in and it's curtains for Bud. I'm trying to get it so it's that good balance between not being too easy but not too difficult.

I'm thinking about adding some more scenic details outside of the Sand Box like perhaps a row of those little garden fences from level 02 perhaps in the form of rendered images on 2d planes to save on the poly count. I'll try it out perhaps tomorrow and see if it looks good for the scene.
I'm very pleased with how this level is shaping up with the new shadows cast into the Sand Box by the trees outside of the Sand Box. I find it breaks up the look of the sand terrain very nicely and makes for a more vibrant environment.
I need to do something with these toy wind up robots that patrol the mote bridge, I need to find some way to make their patrol pattern a little more complex just so they are more of a challenge for Bud to avoid while attempting to cross the bridge. I'm wondering if perhaps I can place Auto Way points onto different layers and have them ignore way points that are on another layer, I've never tried that before so I'm not sure but if I can do it that way then it may be possible for me to perhaps make a more complex patrol pattern for the toy wind up robots to follow. Something else I'll try and experiment with tomorrow as well perhaps.



Sunday, April 22, 2012

Robot Avoidance Testing

As I had mentioned earlier this morning that I had planned to make the first wind up toy robot in the Tree House a bit more of a challenge to avoid. I've since made the trap door as you can see here which serves very well for blocking "Bud's" direction on the one side, I've also added a lot more toy wooden blocks to make the corridor more narrow to traverse. It's still very easy for Bud to avoid the robot though so I think I need to place something else along that wall with the toy blocks, Not sure what though as I'm trying to watch my poly counts because although those toy wooden blocks are fairly small, they do have beveled edges and angled corners as you can see if you look closely at them. So they will add up to be expensive I'm sure if I use too many of them, so far they seem to play with no problems at all in the editor and my Draw Calls are not bad at all so I think I'm doing really OK in that department. But yeah I'm wanting very much to make Bud's avoidance of this robot a lot more of a challenge so as bud will have to time running through the passageway a little more carefully before the robot turns around to walk back down the corridor between the blocks and trap door. I shortened the distance between his auto waypoints so that has helped a lot but I need to make something to place just after the toy blocks... Hmmm maybe an old kite because I can keep that pretty low poly and still have it look good and it might just be big and bulky enough to extend the obstacles along that wall just enough?? There's a thought ;)

Monday, April 16, 2012

Wind Up Robots Added to the Tree House

It took me a little while to play around with their waypoints but the Toy Wind Up Robots are now on patrol in the Tree House in level 03 of my "Bud the Spud" game. I was having some problems trying to keep the robot on the top look out deck from wanting to walk towards the waypoints in the actual Tree House, I had to do a lot of experimenting moving them around so as they would not be in line with the ones below. After much tweaking and playing around I think I have something workable. The robot in the Tree House walks along 4 waypoints arranged in a sort of box pattern of 3 sides;

_____
|        |
|        |

Sort of like that across the floor of the Tree House. The robot above walks a similar pattern, it took me some tweaking to get it so as he passes very close the hole in the deck that Bud must fall through onto the tree branch below. That way if he's not looking out and takes to long trying to figure out which angle is best to drop down from and is not aware then a sparking wind up robot will zap him.