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 bud the spud. Show all posts
Showing posts with label bud the spud. Show all posts

Monday, May 21, 2012

Chattering Toy Teeth Character

I've been putting the final touches on the code for the "Chattering Toy Teeth" character. It's almost done, just fine tuning it to match up with sounds and working out the characters death setup for when Bud the Spud jumps on him. I'm making him similar to the Potato Beetles in that it will take Bud two jumps to defeat this enemy. Because he has a top and lower jaw section I'm not sure how that will workout but I'm sure I'll figure it out.

I've been having some export issues with Max 8 lately, for some reason when I export out as FBX with the Y set to Up when it shows up inside of unity it's still Z up?? Very strange. So I've had to use my fix that I ended up using for my Alien Zombies a while back where I had to place my character inside of an empty game object and reference the animation to the model inside of that object. I have no idea why Max 8 suddenly decided to muck up my exports when they were working fine before?? 

Wednesday, May 16, 2012

Sand Box Imported into Unity 3D

OK now that the modeling of the Sand Box level is completed in Max 8 I have got it imported into Unity 3D and all of the materials applied to each part. Unity does a lot of this automatically for most imported models but you usually have to tell it which materials are specular with bump and which ones are just bump diffuse, transparent etcetera. Here you can see a screen capture of Bud the Spud standing on the far side of the mote bridge overlooking the vast Sand Box level. I think I need to adjust my suns position in the sky as my shadows are bit too long for my liking.

Here you can see a shot of Bud standing close the the bridge that crosses the more to the other side where the main part of the Sand Castle is located. Just behind him and to the left a little you can see the hole in the ground that I have set for where the Toy Revolving Robot Torso will go once I have the code all worked out for when Bud gets close the robot's chest doors will open and he'll shoot fireballs in an uneven circular plane strafing the ground at the entry way. That's if I can figure out the code to do that, it's kinda complicated and I'm not very good with code to begin with, always takes me much longer just to get that aspect of my game up and running properly.

Here we can see Bud standing by the large plastic beach pale and rusty metal shovel. I've added the foot particle effects for when he is walking through the sand and also for the sand inside of the bucket. I still have to add particle and sound effects for the other surfaces that he can walk on in this game level, mostly woods, plastic, rubber, and the metal shovel that although he can't really walk on it his feet might touch the surface if he jumps at it right so I'll be sure to add a sound effect for that just for the "What if factor."

Here we can see Bud standing by the Toy Rubber Duck. Another Sand Box decoration just for scenic detail although I will add a sound effect for the Duck to "Squeak" or "Quack" when Bud jumps on him. In fact I'm thinking that what I might also do is place a Health Pick up way above the Rubber Duck so that Bud will have to use the Duck like a spring board to be able to jump high enough to get the healthy green potato plant leaf health pick up. I think all I have to do for that is tag the Duck accordingly and he'll bounce higher up when he lands on the Duck.

Here we can see Bud standing by one of the Toy Boats in the Sand Box. There are two toy Boats, this one you see here and another red plastic Tug Boat toy. Again these are more for decoration but it is possible that later on I may find a more significant use for them just to make them a bit more interactive but for now they are just for scenic decoration more than anything. This one does have a little cabin that Bud can go inside of so it may serve very well as a place to hide a pick up item of some type.

Here we can see Bud standing close to the Toy Wooden blocks area of the Sand Box. You can see the plastic Beach Bucket and Metal Shovel way in the background near by. Again more for scenic detail more than anything but it will be a good place to explore and try and out run or hide from "Hunter potato Beetles."


Here we can see Bud by the other plastic Tug Boat I mentioned earlier. Again more thrown in as scenic details and something to explore because you never know what items are going to have a more than just scenic detail orientated purpose.




Ah now we come to one of my most favorite of the Sand Box toys next to the revolving Shooting Toy Robot torso, the Rubber Shark! Doesn't he look menacing? I was going to and may still animate the shark's jaws so they open and close at certain times second intervals but what I'm going to do for now is place a key inside of the Shark fro Bud to find and just make it so as the teeth are dangerous. That way if Bud runs into or lands on the Shark's teeth he'll take a good deal of damage. I test jumped into the Shark's mouth several time to test the feasibility of that scenario and it works quite well, we'll see once I've added the danger colliders to the teeth to see if that still holds true though. In any event it'll make it a lot more difficult to get that much needed key ;)

Once all of this is done I'll need to add in the enemy characters and work out an exit door scenario. Entry will be simple though an overhead pipe leading into the Sand Box, a bit odd I know.

Saturday, May 12, 2012

Toy Boat Added to Sand Box

Even with taking a bit of a break today and going out for a nice long bike ride I still managed to somehow find the time to create this simple toy plastic boat I added to the Sand Box level of my game. I like it but i keep thinking my sand box needs something bigger in it, maybe a bigger boat that I could place this one in the foreground of and have a big plastic ocean liner behind it? I dunno, maybe that might be a bit much?? I'm liking the idea of adding a toy rubber shark though. I'll see if I feel like doing that tomorrow ;) 

Tuesday, April 24, 2012

Jack in a Box WIP II

OK we have our rather disturbing looking "Jack in a Box" 3D model completed. Now all I have to do is rig it for animation so that way when "Bud the Spud" either bumps into or gets within a certain distance, right now I'm leaning more to the actual bumping into because I'm thinking it more justifies the sudden unwinding of the "Jack in a Box", the box will spring open and give Bud a nice surprise, albeit a grim surprise with the note pinned to the disturbing looking clown from the "Rotten Potato."

I'm hoping to get the character rigging done today so that way I can either work on his animations later today or early tomorrow morning. It took me some time to try and find some google images of sinister looking clowns the dress up the box with, hopefully I can use the images in this circumstance, if not I'll just have to create my own, a pain in the ass but if I gotta then I gotta, no biggie. lol

Monday, April 23, 2012

Jack in a Box WIP

A sneak peek at the "Jack in a Box." This will be one of the first real clues for "Bud the Spud" about the "Rotten Potato." Bud will discover the "Jack in a Box" in the Tree House in level 03. The idea here is to have it so when Bud bumps into the Jack in a box it will automatically play a music box type of sound typical of these types of toys, then suddenly out will pop the Jack in the Box with a note pinned to it saying something like;

"Give up Bud the Spud, there is no hope!"
                                         -The Rotten potato
As you can see I've gone with a sort of twisted or disturbing looking type of Jack in a Box design to help reflect the madness of the "Rotten Potato." After all mass genocide is madness.
but there is hope;

"One Potato can make a difference." ;)

Sunday, April 22, 2012

Robot Avoidance Testing II

I mentioned earlier today about needing to add something extra along this passageway in order to make getting past the toy wind up robot a little more difficult for Bud the Spud. I went with the kite as a good object because it's long and a good size to lean up against the Tree House wall and rotate it's angle a little to take up space in the passageway making it more narrow and cluttered. The robot is still pretty easy to avoid but if you are not careful you'll get Bud "Zapped!" And since they are just stupid wind up toys don't forget that they dish out quite a bit of punishment which more than makes up for their simple minded nature ;)

Note: In some future blog posts I'm going to introduce game tips like this:

Game Tip 01: You've been trying to jump from rock to rock and sometimes you end up right on the edge of a rock with no where to go, death is certain right? Not always, sometimes you can save Bud if he is too close to the edge of a rock in the middle of a deadly mud bog. Here's how:
Do a extra high jump by jumping twice and pull back on your direction pad (d pad) or [ S ] on the keyboard, while Bud is high in the air he'll actually move backwards a small amount, keep doing this until you have enough rock under you to better maneuver into a good jump position.

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 ;)

Tweakings

Feels like I didn't get much accomplished yesterday even though I was hard at it all day. I downloaded the latest version of Unity 3D because I had read online about "Light Probes" and was very anxious to try them out but it turns out that all the cool new addition they have made to the latest version of unity like built in Path Finding, the Light Probes and a bunch of other cool stuff is all pro. only :( Oh well, at least the software is up to date and hopefully less buggy which will hopefully mean less crashes ;)

Anyways I was mostly making a lot of tweaks after updating Unity, I had to re bake my light maps because the old ones were "FUBAR" for some reason. I was toying around quite a bit in the Tree House trying to make it so the toy wind up robot in the main part of the Tree House is a little bit more of a challenge to pass since he just walks back and forth between two auto waypoints. I placed in some more wooden apple crates and arranged them so as they effectively block off the back part so that way Bud the Spud will have to go past the robot. I need to make an open trap door to use as a wall to also block off the path he must take along the side of the opening in the floor he gets into the Tree House by so that way he will have a more narrow corridor to walk through with the toy wooden blocks on one side and the open trap door on the other with the robot walking back and forth between the two sets of obstructions, and that should do nicely for more of a challenge in the Tree House. Next I'll need to do something similar on the upper deck as that wind up toy robot is just as easy to avoid. I'm not sure what though, maybe another apple crate and toy block arrangement or another type of wooden box that I'll need to make, paint cans or other toys maybe?? I was thinking about a pushable block that perhaps he will have to move out of the way covering the hole in the upper deck floor that he needs to drop through onto the branches below in order to find the 2nd key??

Thursday, April 19, 2012

Testing with Control Pad

I finally broke down and picked up a Logitech Gamepad F310 today because it was on sale and I needed one BADLY to properly test out my game the way the good game gods intended my game to be played and just as I had suspected it plays like a dream with the game pad. I had to get comfortable with it for a quick moment after having been so familiar testing my game with just the keyboard and mouse which is fine too but the game pad F310 with dual joysticks by Logitech works like a dream, so for all you sissies that were bitching and moaning about how hard the character is to control I say Bah! Yur on crack! Get a game pad for PC and rock the Spud!!

Late Update: It took me a little bit of playing around with my new control pad to figure out how to get it to work in the Unity 3D's game editor but it was a lot simpler that I thought so now I can actually test out in the game editor as well as when my game is exported. Very cool!!

Wednesday, April 18, 2012

More Scenic Details to Level 03

After tweaking my "Toy Wind Up Robots" for Bud to deal with in the Tree House I started adding some scenic details to level 03. Here you can see "Bud the Spud" with an old beat up box of Mashed Potatoes. Needless to say this is a real WTF moment for Bud. I'm actually thinking of him saying something like that first time he comes across a trashed used box of mashed potatoes. Not really sure what the best way to approach that is yet as I only want him to say it the one time, maybe a game object that activates when collided with and then destroys itself once the audio clip has completed might be a way to go here??

Next I added some "Toxic Waste Barrels" to this muddy bog filled area. Here you can see Bud standing on a hill overlooking just one of the piles of dumped toxic waste barrels. I felt the fog was a little too dense so I've adjusted that which means I'll need to go back to level 02 and adjust it there too, Unless I leave it and figure on it being like the fog has lifted a little between levels, might mean I'll need to play with my sun's azimuth as well maybe??

Saturday, April 14, 2012

Level 03 Developments


I've had some good stuff happen today and I've had a lot of frustrations as well. First off I spent a good deal of the day today trying to figure out why every time I baked my light maps using the Beast light mapper in Unity 3D that all of my materials that are being effected by the light maps seem to loose not only their specular properties but also the Bump mapping or "Normal Maps" as Unity calls them get lost, deactivated or no longer seem to have the desired effect?? I spent a lot of time searching for an answer to that problem and I think it's just another one of those if you want light maps and bump maps it's a Pro Only feature... another way to stick it to us struggling artist who are desperately trying to accomplish something half descent on a next to nothing budget Grrrrr. Maybe I'm wrong but none of the answers I managed to find so fare point otherwise :(

I did however FINALLY manage to figure out how to get that blasted lens flare effect for the sun. That was another thing I thought certain was a pro only feature. So I'm somewhat happy that I can do that cool effect at least.

I did a lot of playing around with lighting today using Beast, adjusting my directional light and playing around with my setting trying to see if I can get my level lighted nice before I go too nuts adding all the other stuff into the level. Here you can see "Bud the Spud" standing on the top lookout of the Tree House with that nice sunlight lens flare behind him. I added some more trees, rocks and some bushes to the terrain and placed in an extra health pickup just to work out his jumps across the rocks to get it and get that part working right. I'm still trying to figure out how to get him to make a tighter turn around for when he is standing on small rocks or branches as this would greatly improve his being able to climb up the ladder boards of the Tree House.

Tomorrow I'll see about getting the "Wind up Toy Robot" happening.

Wednesday, April 11, 2012

Level 03 Tree House WIP Continued

In continuing with yesterdays post I thought I would keep you up to date on how the Tree House is coming along. I've been busy all day mostly just adding the foliage to the tree. Because it's going into Unity 3D in my game environment I figure I might as well use the "Big Tree Leaves & branches" from the standard terrain assets pack. Because Max does the transparencies a little differently than in Unity I had to make a new reversed transparency map from the alpha channel in the unity "Big Tree Leaves & Branches" PSD files and use that in order the get the same effect you see here in my Max render using "Mental Ray." As you can see I've added some more branches to the tree and started to texture a few of the simple things like the tin roof that only needed a simple box texture mapping. I'll see if I have time to do the UVW texture mapping for things like the tree house parts and the tree trunk but that will depend on how much longer it will take me to add some more foliage to the tree, I still want to fill it out a little more in a few areas, but overall it's coming along nicely I think.

I was trying to think of things one might see in a tree house although I could not think of much outside of a few things like wooden boxes to sit on, an old cable cart for a table, a crude wooden bench, and maybe some comic books. Maybe some toy blocks on the floor and the occasional cola can. I'll have to see if I can search the Internet and see if I get some ideas from there.

Saturday, April 7, 2012

Potato Beetle Damage

FINALLY!! Some headway today! With Chad Walker's help from "Walker Boys Studio" I was able to get my Potato Beetle characters to take two hits from bud before they are killed. The first hit makes them do a nice little gooey blood spurt and then they look damaged, the 2nd hit kills them with a bigger blood splash and they leave behind a nice gooey mess. I'm using a projector for that still as it makes the blood splat go over the bumpy terrain more effectively than the instantiated plane with a transparent texture map that I was using several weeks back on my enemy worms. So that little bit is done, took me all day to figure it out. Code stuff that an experienced coder would just buzz through in seconds takes me all day to figure out Grrrr...!! Oh well... we live and learn ;)

Thursday, April 5, 2012

Final Mud Bog Areas in Level 02

I finally got the final two deadly mud bog areas worked out in level 02. Here we can see Bud the Spud standing on top of a tin foil wrapped potato baking on the Hibachi overlooking one of the final mud bogs. You can see the key sitting on the cinder block in the middle of the bog, you can also see an extra health potato leaf pick up item as well hovering in the air over another cinder block below. In the next image you can see it as well.
In this screen capture you can see Bud the Spud has made his way onto the cinder block in the middle of the deadly mud bog and is about to grab the final key. I made these jumps a lot simpler as I know retrieving the first key from the mud bog located across the paving stones is a much more difficult jump series, getting across the first few rocks is no problem but landing on that toadstool in the middle of the bog takes a bit of practice I found. So I figured I'd give my players a bit of a break with this 2nd key retrieval scenario. There is one more mud bog to cross on the way to the exit pipe which I've still yet to work out. I'm thinking maybe perhaps a grungy wooden board in front of the pipe like a crude wall with a small door located at the mouth of the pipe with crudely painted text that says "EXIT."

I've still yet to add some direction signs and maybe those helpful butterflies I was talking about in an earlier post. I might try and do those with a particle system that has animated particles just like the Fire flies in the Underground level. Perhaps I'll see if I can get to that tonight. Oh as you can see I did make that "Drainage Pipe" I was telling you about to help justify why the Bud cannot jump off other right side of the wall, I think it turned out very well and does the job pretty good ;)

Wednesday, April 4, 2012

Potato Beetles Added to Level 02

I've been working hard on getting the Potato Beetles into Level 02. Could not figure out how to get my characters to work with the Way Points. The Walker Boys Scripts are set up way different than how I'm used to with my "Alien Zombies" project which was based off of the first person shooter tutorial on Unity 3D's web site. So for now I'm just going to have to settle for them working the same way the worms do in level one, on the plus side though at least I can adjust character speed, damage and a whole bunch of other stuff to make them a bit more of a challenge.

I have them placed here and there on top of the brick topped wall in the yard. These guys dish out 35 damage to Bud the Spud and are a lot quicker than the Worms. I have a few in the grass along with a few Worms as well. I was trying to figure out also how to make it so Bud would have to jump on a Beetle twice in order to kill it but so far no luck on that, more script studying is definitely in order. I did give him a more juicier "Splat Death" for when Bud does jump on them, it's quite tasty looking as you can see below. You especially have to love it if you kill one right by the edge of the wall. Because I'm using a projector it looks like his blood splatted all over the edge of the wall and ran down the face of the wall to the ground below, very yummy looking if you ask me ;)
One more thing I want to try and do today before calling it a day is do a drainage pipe running along the top of that last third brick topped wall to justify the character not being able to jump off the right side of the wall back into the yard. If I can get that done before bed time I'll be a happy little maniac lol ;)

Potato Beetle Testing & Set Up

OK I've made my animation for the Potato Beetle, they are pretty simple nothing too complicated. I was checking out some insect footage on YouTube last night before I called it a day and hit the hay to check out a little about how beetles actually walk. I've got something pretty close I feel. I gave him his attack animations, idle state, die, target enemy, run, and walk. So that part is done. I've set up his character controller and added his foot effects for when he walking on various types of surfaces his feet will make sounds and kick up a little dust as he moves. I gave him his blob shadow projector and assigned his enemy controller script. I'm trying to figure out his Auto way points because ideally I would like this lil guy to wander back and forth between two point across the wall tops in level 02 and attack Bud when he gets near. Right now it seems like that if I assign the way points script he ignores his attack range and leaves bud alone except to run right over him like a run away truck! lol If I remove the way points script then he performs just as he is supposed to from an "idle state." Hmmmm I think I might have to take a look at how I did the AI in my "Alien Zombies" game which is on temporary hold right now until I can get some help with that project as it's super complicated compared to my "Bud the Spud" game.

But yeah, just gotta work out those little issues which I think are minor and I'm hoping to have this lil guy placed into Level 02 by the end of the day. I have to make a nice bug splat for him just like the worms but different, bigger and juicier if ya know what I mean ;)

Tuesday, April 3, 2012

Cartoon Potato Beetle

Just finished the texture mapping for the Cartoon Potato Beetle which is Bud's new enemy to deal with in level 02. Just like all of the other characters I've given him a decidedly hand painted texture map. I'm just now in the process of giving him Bones in Max 8 and rigging him for animation. I thought I could use a Biped, I was pretty sure there was a horse or dog biped option but buggered if I could find it, character rigging and animation is not really my strong spot. lol

I ended up just creating individual bones so I'm hoping that will work. Once I get him rigged I'm going to scope out YouTube for some insect footage and see if I can determine how six legged insects walk so I can better mimic his motion in Max 8. It does not have to be exact, in fact if he's a little more original and animated when I'm done that will be perfect as it will give him a more characteristic walk I figure.

Next will be his attack animations and killed animation which will no doubt precede the "Splat" when "Bud the Spud" jumps on him for a nice meaty "Squish!" Then will come the scripting in Unity 3D and character controller so he'll be able to perform his animations and interact with his environment.

Cartoon Potato Beetle WIP

A sneak peek at the Cartoon Potato Beetle I'm developing for my "Bud the Spud Game." Just a WIP right now but he's starting to shape up nicely, big and plump just the kind of thing Bud will want to squish when he jumps on them just like the Worms in level 01.

I've never animated a beetle or anything with six legs before so I'm sure this is going to be fun. I have a few ideas on how insects actually walk but I'm not sure, maybe there is some video on YouTube I can study to get a better clue as to how I should have this lil guy move. I do need to make his antenna and texture him fist before I get into the whole rigging him and animating bit. I'm going to try and use another Biped as I seem to have better luck with those that fiddling about with the bones option, I never seem to get the hang of it right. But I'm pretty sure I should be able to use a custom biped and just move things around a bit.

Character BlockerWalls

I added some more eye candy to the scene in the form of these functional "Character Blocker Walls." I originally thought just having the bushes there was justification enough for why the character could not go over the other side of the wall but it just seemed kind of funny when I was testing out the game so I thought maybe I need some kind of fence or railing, or wood structure, maybe even more brick walling that is higher in the back, just something to really justify the characters restriction of movement within his 3D environment. So I came up with these boards of wood mounted to the back of the wall on long metal posts. I got the idea when I was out for my walk and looking at various fences in people's yards. I remembered seeing something like this last year when I was out on my bike doing some garage sale hunting last summer and thought; "Yeah... that's what I need here." It works very well for this portion of the wall but over on the 2nd Hibachi BB Q that Bud will have to cross on the 3rd wall I have it on one side but I need to come up with some way to justify restriction of not being able to go off the other side of the wall?? Maybe a drainage pipe or something?? Not yet sure on that.

I need to start making the "Potato Beetle" as they are introduced in this level as a new enemy for "Bud the Spud" to have to deal with. I also need to make a few bricks to use as character blockers in some areas as well like in behind the backs of the Hibachi BB Q's.

Monday, April 2, 2012

Level 02 Mud Bogs

I've added a couple of deadly mud bogs to level 02 and worked out the positioning and scenario for getting the first key, it's located on the big rock in the middle of the mud bog on the right. This is another tricky jump. The first three stones are pretty easy but getting onto the toadstool is a tricky jump. Once you have the key getting back is much easier, you just have to jump onto the toadstool and the stones just right and you are home free.

The other mud bog right now just serves the purpose of confining the player the the game environment, although I could place something in the middle of that bog too, maybe an Extra Life Heart perhaps?

I also worked out the scenario for using the Soccer ball to get onto the thirst brick topped wall. Bud will have to push the ball over to the wall and then jump onto the Soccer ball and leap onto the top of the wall. Pretty easy but it might take some players a little time to figure that out, which is a good thing ;)

In the underground level I was using the "Fire Flies" to give players clues as to where to go or hints that something interesting was close by, but above ground in the day light fire flies would be out of place, so I'm trying to thing of something similar, maybe butterflies perhaps??