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 game characters. Show all posts
Showing posts with label game characters. Show all posts

Saturday, May 19, 2012

Chattering Toy Teeth Character

Bud the Spud is going to have a new toy enemy to deal with in the Sand Box Level these comical looking Toy Chattering Teeth that will chase after and snap at Bud the Spud.

Right now just a WIP but soon to be finished. I'm thinking that this will be a toy he will be able to destroy by jumping on top of. Not sure what manor of destruction I should give the toy teeth for when Bud jumps on them though??

Saturday, May 12, 2012

Sand Box Level Details

While I'm still struggling a little to work out the code for my revolving shooting robot for the Sand Box level I figured I'd take a break from that frustration and keep working on adding detail to the Sand Box. I've added toy wooden blocks, a plastic bucket with sand in it. A good place to perhaps hide a key maybe. I've added a rusty yellow painted beach shovel.





I got some more mileage out of those numbered and lettered toy wooden blocks by adding a few more in with the new toy wooden blocks. I may take a few of these and see if I can arrange them like a small house that I can hide a key inside of also.








The Sand Box covers quite a large area so I have a lot of open space to add all sorts of toys. I might add a little more sand castle structure in the middle of the sand box. I want to make a toy boat of some kind. I was browsing on Google looking for toy boats to see if I could get some idea of what would make a cool sand box toy boat, I found a few images I saved into a folder for reference later on to perhaps create something that will look cool like a beached boat. I'm even thinking about perhaps adding one of those rubber sharks we used to have as kids because they were hollow and I'm thinking that "Bud the Spud" could go inside of the shark which to him would be like a whale. Inside I could either hide a key or place fertilizer pellets inside.

I made a place holder area in the ground for where the Revolving rusty toy robot torso will be placed. As you can see here I have him in the scene rendered in Max 8. The final export will not include him as he will be a prefab in Unity 3D that I will drag into the scene and place him in this location with hopefully by then a working code. Right now I have him performing his animation when Bud gets within range but his fireballs are instantiating inside of his chest area and exploding right away as opposed to flying away from where he shoots from. So I have to look into why it's doing that and try to fix that. I have a few ideas on what the problem might be but it's going to take some more playing around with the code to really figure it out.

I created some Popsicle sticks of varied flavors (used of course) to serve as a little fence along the mote area by the sand castle. Bud can easily jump the fence but why would he as it would be suicide to jump into the mote filled with muddy water.

Here in this scene and the one above you can see some of the Popsicle stick fence along the mote edge behind the toy rubber duck and some being used as fencing by the bridge entry area by where the toy revolving robot is placed.

I can't wait to get this model all done with all the cool stuff and more I've mentioned above and placed into Unity 3D as this is going to be such a fun level to work with with a few worms, potato beetles and one or two of those blue wind up sparking robots wandering around.

Thursday, May 10, 2012

Sand Box Robot Set Up and Testing

I was hoping to have something a little more constructive accomplished between yesterday and today, but I was having some issues trying to code my robot to work properly. You can see here in my testing area, which is a simple scene in which I test stuff out before making it into a prefab to place into game scenes later on. You may recall me mentioning that I should have been able to modify the machine gun sentry script to work for my robot. Well yes and no. Seems I can get it to partially work the way I want. I have his animations all set up as:


  • Aware
  • Shoot
  • Deactivate
Aware: is supposed to play a short animation where the robots moves and shifts a little buried in the sand and his chest doors pop open to reveal his guns as bud the Spud gets within a certain range.

Shoot: is supposed to then play the animation in which the robot torso spins 360 degrees 1 turn but is a looped animation.

Deactivate: Is supposed to play an animation where the chest doors close as the robot guns retract back inside of his chest area.

Sounds simple enough right? Until you get to start trying to code it that is, still working on it.
The other issue that might kill this great idea with the robot, is that he might be too high poly for this type of attack scenario. In making him in Max 8 I was trying very hard to keep him as low to medium poly as I could without sacrificing too much detail in the robot. But when he animates in Unity 3d's editor the whole scene slows to a crawl, so I might in the long run just have him as a nice sand box decoration :( (sadness) because I was really liking the idea of placing him right by the bridge crossing the sand castle mote. I suppose I can rework him in Max 8 and try and bring his poly count down a lot more. That is indeed if that is the issue as it could be the machine gun script rotating him as well as his rotation animation playing at the same time.

I tried making my own script similar to the "Jack in a Box" script but got really weird results like the animations would play making the robot move way below his desired location, so I've no idea what was going on there as it works for the "Jack in a Box." ??

Wednesday, April 25, 2012

unity 3d Jack In a box Test



Just a quick test in Unity 3D of my Jack in a box. As you can see the Normals in the head are all screwed up, everywhere else on the model, perfect, but the head for some reason Unity 3D is giving me serious grief over. I've got the code all done as you can see and the box works great! "Bud the spud" bumps into the box, it makes a clunk sound and then the box collider gets set to false so that way he does not accidentally start the animations playing twice, then the crank animation and old music box sound plays and then up pops the creepy looking clown with a creepy giggle. Bud will see the note from the "Rotten Potato" pinned to the clown. I'm more than likely going to change the clown pictures on the box but for now they will do. Changing the texture maps will not affect the functionality of the box so that will be no problem. I just wish I can figure out what is wrong with my clown's head in Unity 3D, I would have been done this ages ago but I've been Fracking with it all day trying to figure out why it's not importing properly.

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." ;)

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??

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 ;)