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

Friday, April 13, 2012

Tree House Placement

Took me a while to add all of the foliage planes to my model and then once I got the model into Unity 3D I had to change each material to the "Big Tree" texture materials in unity manually which took a while as I had to do each one separately and there are close to 200 of them. Then I had to go in and remove their colliders as they are not needed here.

While giving it a testing to see how difficult it would be for "Bud the Spud" to climb up the ladder to get into the tree I found it a bit difficult with just the mesh collider alone so I created a few empty game objects and gave them box colliders, tweaked them into position and scaled them to fit each ladder board. It makes it a lot easier to climb now although once he is at the top of the ladder it a bit tricky trying to jump onto the branch so I may need to make a small wooden board nailed to the tree branch to serve as a place to jump onto just to make that a lot easier because although it can be done it does not feel or look quite right as he kind of lands on the side of the branch which looks a bit awkward. I'll see about making a small extra model that I can just import and place into position and adjust as needed.

I place the 2nd key pick up in the location I wanted for it. You would really have too look for this one which is just what I want a bit of a hunting challenge for my players. But I'll mention a little clue here. On the lookout platform there is a hole in the floor that Bud can drop down through onto branches below ;)

I have to add a lot more decorations and things to do in this level but I'm trying to keep this one as simple as I can, that last level was much larger than I had expected it to be which kind of surprised me because there is not really that much to do in that level.
  • Explore it a bit
  • Find the two keys
  • Pick up a Health pick up
  • Pick up a Extra Life pick up
  • Kill Worms & Potato Beetles
  • Jump over two Hibachi BB Q's
  • Use the ball to get on top of the 3rd wall
  • Find the exit
See not that much at all. This level it's more get across the mud bogs safely, kill Worms and Potato Beetles, climb the tree into the Tree House and find the two keys, make it the rest of the way across the mud bogs to the exit and you're done level 03 :)

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 ;)

Tuesday, April 3, 2012

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.