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 indie game development. Show all posts
Showing posts with label indie game development. Show all posts

Sunday, April 8, 2012

Feedback from Deviant Art

I was checking out my "Deviant Art" this morning and got some feedback on my game from another DA member and figured I'd share it here as it's here that it would do the most good I feel.

~RealTimeBrush2 hours ago
An interesting little game but I believe there are some problems with it in my opinion.

1) The controls are difficult to use, the independent camera rotation and movement takes quite some getting used to, I 'suspect' with its casual nature and delivery people may not give it the time to get used to the controls.
2) The way the character circles when reversing makes it impossible to backup if you get too close to the edge of a rock or platform. I found alignment with the jump target difficult with the degree of turn too.
3) Even in this demo the lack of a save or check point is quite frustrating. In the puddle again back to the start.
 
 
I agree with a lot of what the poster has said and I do sort of have plans to change a lot of these issues as the game develops. That having been said, while testing out the game I've gotten quite used to the way the controls work and myself using the keyboard controls which in my opinion are no match for a good control pad with dual controls for both player and camera. I've had no problem learning how the character works and have adapted just like any player would to any game situation or play type scenario. I've played plenty of games that I hated the way the controls worked. For instance the original Mario on regular Nintendo I just hated that the character did no stop on a dine, that he would kind of keep moving after he landed. I eventually got used to it but at first I just hated it. I really loved the Super Nintendo versions of Mario that cam out much later. And even though I've only played it once the 3D Mario I loved. It's the 3D Mario that my game is basically based off of BTW ;) At least as far as character control and independent camera controls go. And yes it does take a bit of getting used to. But that can be said for so many games yes? I personally think it just adds to the challenge of the game. I find that when I'm just testing it out I can't help but keep playing even if I dye in a puddle it's like "Oh Drat!! I gotta do that again!!" And off I go to try for that key again.... "What am I doing?!?" I keep saying to myself... I only wanted to test out my new Bug Splat effect near that far Hibachi BBQ! Doh... But yeah, what happens in most games, you die because you mucked up, you start over right? At least in most of the games I've played. But he is certainly right about a save point about half way up the level... I can do level 01 usually with no problems but an auto save point of some kind about half way up would be pretty handy I would imagine... and who knows... maybe I'll make one, maybe not??

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 ;)

Level 02 Additions and Optimization

Sorry I didn't post an update yesterday but I was swamped trying to figure out some stuff. First it took me the better part of the day to work on and then texture map my exit door area for level 02 of my game. Not sure why really, I had made a good start on the actual model before going to bed on Thursday night so basically all I had to do was add a few more details and then texture map it but the texture mapping too quite a while to do for some reason. Finally when that was done I managed to make it so you have to jump on the "Potato Beetles" twice in order to kill them. I had some great help from Chad Walker of "Walker Boys Studios" on the scripting for that, he pointed me in the right direction and I was able to get it so you jump on the beetle once and you get a nice enemy pain sound a "Squishy" bug blood spurt sound as well and then on the 2nd jump he splats and leaves behind a nice gooey mess.

I had some other issues with Unity Crashing on me every time I tried to save out as a web player version. I kept getting some "Fatal Memory Error message" and then Crash!! I think it might have been due to a lot of the massive 2200 sized texture maps I had imported into Unity, I'm so used to working in the print industry where you always need the highest resolution images possible that sometime it's difficult for me to think in terms of "smaller is best" when it comes to game engines. I just always want to see super sharp detail in my textures. So I expect a good deal of the morning making then no bigger that 1024 X 1024 and smaller wherever I could get away with it.

Above Right: you can see "Bud the Spud" about to head across the final deadly mud bog in level 02 towards the exit. It's kind of had to see in this screen capture as I wanted to show the path he must take in order to get there. I promise I'll post a good shot of the level exit area later on today. But first I want to see in on my "Potato Beetle" I can make it so that after Bud has jumped on him the first time he will look damaged. Chad Walker had mentioned in his email that a change in the texture map material might be a way to go, and I have seen that done before, I just need to figure out how that is done.

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??

Sunday, April 1, 2012

Bud the Spud with Baked Potatos


Here we can see "Bud the Spud" safely standing on a tin foil wrapped Potato baking on the Hibachi. This is the ONLY safe way to cross the BB Q's one step on those hot grills and it's one big burn out for "Bud the Spud." Just like his Mud bog death I'll have to make a nice "Burning Death" for when he ends up on a hot grill. Maybe something like he runs around in a frantic circle until he busts into flame and then turns into a pile of ash lol :)

You can see a little more of the yard in this screen capture. Also note the Soccer ball on the grass in the background. Bud will need this ball in order to get on top of the next wall. ;)

Bud the Spud and Tin Foil Box



As "Bud the Spud" navigates his way across the top of the garden wall he'll not only come across the Hibachi BB Q's but also boxes of tin foil, a grim reminder that his fellow Potato people are being turned into Baked Potatoes. He'll even have to jump on Baked Potatoes in order to safely get across each BBQ. I still have to make the tin foil wrapped Baked Potatoes, but when I do and add them into the game scene they will cry out in pain each time Bud jumps on one. It's a little twisted I know but then again I like things with a little twisted humor ;)

Friday, March 30, 2012

The Hibachi WIP

A sneak peek at one of the Hibachi's that "Bud the Spud" will have to deal with in level 02. I have not yet created the tinfoil wrapped Potato's that he will have to jump onto in order to safely cross the tops of each Hibachi BBQ. The plan is to have each tinfoil wrapped Potato shout "Ouch" each time Bud jumps on one in order to cross. There is still a lot to do and workout in level 02 like the Soccer ball he will need to get up on top of the far wall. Placement of enemy worms, Placement of the Keys, Extra Health and Life pick ups and placement of a few good old Mud Bogs. I also need to create his new enemy "The Potato Beetle" as they will be introduced in this level as well.

Thursday, March 29, 2012

New Training Ground Level


I made a new beginning to the game level where "Bud the Spud" now starts off inside of a small training level just to introduce players to some of the things they will need to know in order to better understand the game. You can still go inside of Bud's house only now its just a silly game extra, but there and can be explored never the less ;)

There is a slight bug though because if you have collected game objects like Fertilizer Pellets and Keys and lets say you have even killed the occasional worm or two. If you go into Bud's House or the training level and then return to the game's main level 01 you loose all of your collected items, this is because the level re sets itself. I think I know how to fix this. With that "Do not destroy on load." code. ??

Wednesday, March 28, 2012

Optimization & Tips

I managed reduce the file size from just over 40 MB down to 33.6 MB by reducing a lot of the texture maps from 1024 down to 512, the quality still looks pretty good even when viewed at full screen in the web player so I'm pretty happy with that.

TIPS

Making it across the 2nd or middle deadly mud bog
OK now I know there are some people who have been having a difficult time trying to figure that one out. It's actually pretty simple. The normal instinct I guess would be to try and jump to the broken dock on the other side of the mud bog and although it can be done it is a difficult jump. The easy way is to jump to the right towards the glowing mushrooms with the Fire flies flying around above. Much safer and easier jump. I was originally going to remove that little patch of land so you HAD to jump to the other dock but I thought that might make it too difficult for a first game level. I dunno though, what do you think?

Extra Life Heart & Fertilizer Pellets
There is a large broken pipe located at the 3rd deadly mud bog, inside are extra Fertilizer Pellets and an Extra Life Heart. You can always tell when an extra life heart is near by by the "Beating Heart" sound. Climb up to the floating platform and jump onto the 2nd platform, from there jump onto or into the pipe to collect your rewards.

The First Key
This one I notice some people miss when playing the game as they make there way down the path towards the middle deadly mud bog. Be sure to look for the first deadly mud bog to your right as you head towards the middle bog. It can be easy to miss if you are not looking out for it. In the middle of that bog on a rock is the first key needed to unlock the door to the surface way above. jump from the glowing mushrooms onto the rocks to get to the key. Remember "Fire flies" often give important clues, be sure to look for them in the game.

Monday, March 26, 2012

Mud Bog Drowning

Took me a little while to finally work out a good way to do a better death scene for when "Bud the Spud" falls into a "Deadly Toxic Mud Bog". But I managed to cobble together something that works pretty good. If he falls into a Mud Bog there is a splash, he sinks and can't move except play his drowning animation while a nice drowning sound plays, and after a few seconds he explodes and looses one life.

Sunday, March 25, 2012

Bud's House Model

Bud's House model renders

i've been busy all day rendering the interior of Bud's house to upload to Turbosquid. The renders took a long time in 3DS Max using Mental ray, one omni light for the candle beside his bed and settings for soft shadows. I'm very pleased with how the samples turned out but they sure took a while to render.

This morning in Unity 3D I was working on a particle effects for the little candle beside Bud's bed. Lots of tweaking and a while later I was starting to get something "Candle Flame like." I still want to tweak it a bit as I feel it could be better but I think it's getting there.

I feel the 000Webhost that I have my game currently on is not very reliable of friendly with Unity 3D's Web Player as I keep getting a "Bad File Length" error message. Seems sometimes I get it and sometimes I don't and I still can't tell if my load bar is quite behaving the way it should. It seems to move very slowly and then does not completely finish and then suddenly the game level loads which does not seem right to me, but unless I can find another more reliable web host I can't really tell what the problem is.

Saturday, March 24, 2012

Load Bar Fixed

As near as I can tell the load bar seems to be working now. I made a few changes to the code. It does take a little while for level one to load so I still think I'll need to make a small inside of Bud's house kinda into level and see how that works. I'll see how far I get with that over the weekend. In the meantime it works and you can play it if you have a little patience.

Friday, March 23, 2012

Load Bar Issues

I've been busting a nut all evening to work out a load bar just so you won't think my game is busted while waiting for it to load up. And with a little help from Unity Answers I did manage to get one to kinda sort ify not so goodie kinda work... But it does do something but it seems that even after the load bar has finished there is a little bit of a wait before the game loads. I think what I need to do is make a very small level to load first so I guess this weekend I'll make a simple inside of Bud's house kind of level where you can kind of kill a little time exploring while level one loads up. That's OK though because I can put a "Potato News" on his kitchen table that talks about "Rotten potato's" dastardly deeds against the Potato people lol :)

And now if off to catch some Zzzzzz's

What's new! The latest Upgrades to Level 01

What's New!


There was supposed to be a load bar added today but for some reason it not working as I'd hoped so again I apologize for what might be a bit of a wait while the game load. Hopefully it won't take too long. I'll keep working at trying to find out why the web player is not using my load screen that I made. I most likely have something coded wrong in it or the script not on the right object. I'm fuzzy on how the whole load bar stuff is supposed to work. But for those that are patient here is a run down on some of the cool stuff added.
Danger signs: "Deadly Toxic Mud Bogs" are now marked by signs to warn players just how dangerous they are to "Bud the Spud." One step in these and it's "Mashed potato for "Bud the Spud."
Fire Flies: Keep a lookout for these little helpers as they will provide clues as to either where to go or safe places to jump from. "Bud the Spud" will get lots of helpful hints from clusters of brightly lighted Fire Flies scattered about the various game levels.
Healthy Potato Leaf: Pick up these sparkling green Potato Leafs to gain 25 points to Bud's existing health. They will sure come in handy if he has taken damage from either miss timed jumps on Worms or from worm attacks.
Extra Life Heart: Although not technically new, players will now find that the heart has been moved from the broken pipe the deadly third mud bog and placed inside of a new broken pipe located in the middle left of that 3rd mud bog.