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

Friday, April 27, 2012

A New Ball For Bud to Push

You might recall from an earlier post that I was wanting to do something on the upper look out deck of the Tree House to make things more challenging. You might recall me mentioning that Bud the Spud will need to drop through a hole in the floor in order to land on one of the tree branches below in order to find one of the keys needed to unlock the door to the next level. Maybe, maybe not, but anyways yes that was something that had been rattling around in the back of my head. So what I figured was to place a new ball for Bud to have to push out of the way from over top of the hole in the floor. I figure it will give him something he need to do along with watching out for the sparking wind up toy robot that patrols back and forth across the floor. So I've made a new space toy ball for that very purpose. Why is it sometime the simplest models take a long time, the model is just a sphere I made in Max 8, what could be simpler right, even making the Unwrap UVW template was supper simple, but texturing it in Photoshop is what REALLY vampired my time. As you can see it's no simple map, the seems had to match up just right. But oh well, it's done now so all I have to do is export it to FBX and import that into Unity 3D and make it work the same way the "Soccer ball" from level 2 works, no biggie I'll be done that lickedy split ;)

Thursday, April 26, 2012

Bud the Spud With Jack in a Box

After a fair amount more tweaking my initial problem with the weird "Flipped Normals" of my FBX import from Max 8 into Unity 3D still unsolved I found a somewhat workable/not too bad solution (by no means permanent). What I did was use a "Transparent/Cutout/DiffuseBack" shader which I'm sure is WAY more complicated than what I actually need but at least it's showing my "Jack in a Box" head to look somewhat normal. I still have the point light inside of it tough. When I saved it into a prefab and dropped it into my Tree House scene I had to dial back the point light's intensity quite a bit but as you can see here it looks not too bad since I can't light map dynamic objects. I did however light map the tin box, lid, hinge and front tab so at least those parts appear to cast and receive shadows from the rest of the environment.

This will do until I can find a more permanent solution to the stupid "Normals being flipped" issue.

Jack in a Box re Texturing

I figured I might as well get right to it and re texture map the "Jack in a Box" with new maps that I can use. I still pulled some google images to use as a basis for my maps but I gave them a jolly good reworking in Corel Painter so now they are original enough for me to be able to use and redistribute with my model. In some way it was kind of a shame as I had grown quite fond of the maps I was originally using but I'm very satisfied with these, they have a more hand painted look and I tried to keep the overall painting style consistent, it also gave me a chance to fix up some areas of the texture map that I was not 100 percent happy with from the first batch of textures I was using.

I'm still having that freaking import issue from Max 8 into Unity 3D with it buggering up my head of my Jack in a Box and flipping the normals in a very weird way that it also affect the direction the light hits the head part of the model as well... really do not know how to fix that. But last night I did a little experimenting and I found that if I use the Nature soft occlusion leaves material, (it's the wrong texture I know but the only one I could think of that was double sided), tweak the setting and place a point light inside of the head that I can make it look somewhat passable if I have too... but I would rather that the Fracking problem fixed. After this post it will be some more searching on the web to see what I can find out from anyone else who is suffering from the same stoooopid issue... C'mon Unity Fix your Fracking Software!! 

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??

Friday, April 20, 2012

Bump Map & Beast Solution

I don't know if it's a correct solution but it's a solution that works. My problem was this; every time I ran the Beast Light Mapper I would loose my bump map or "Normal Maps" as Unity calls them. Now you can just imagine how very annoying that can be as bump maps I feel are crucial for giving a game a nice look of realism. I searched for hours, days for a solution to this issue figuring I can't be the only one who is having the same issue. Well this person suggested that and this other person said try this as it had worked for them and so on and so and so on, and either they were not explaining entirely well what exactly it was that they were doing or I was just missing something?? In any event nothing no one said was working for me. So today I thought;

"OK, what if after I run Beast I make a new Directional Light and set it at the same position and rotation in the sky and just tell it to be a real time light?"

Well Frack Me Freddy that worked!! As I say I don't know if it's the correct way but it seems to be a way that at least is simple and freaking works!! I had to adjust it's intensity a little but at least I have my specular materials & normal map effects back along with the beast light mapped shadows. HooAh! Now that's what I call a real KISS operation lol

Toy Wooden Blocks Added



I added some toy wooden blocks to the Tree House for bud to use to help avoid the toy wind up robot in the main part of the Tree House. They are more for scenic detail than actual use although I think if I was to make it so the toy robot just patrolled back and forth along this one side of the Tree House then they would serve more of a purpose in helping Bud avoid the robot, maybe I might experiment a bit with that just to make another challenge to overcome in the Tree House. But they turned out very nice and I'm sure I will no doubt find more practical uses for them later on down the road as the game develops.

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??

Robot Character Tweaking

I thought I would take a little time today to tweak my Toy Wind Up Robot Character a little more. You see because he is using a projector for his "Blob Shadow Effect" which works very well for characters that are on the ground but because my toy robots are in the Tree House one of the things I noticed when I was testing out my game is that the projector casts the "Blob Shadow Effect" right through the floor of the Tree House and onto not only the tree below but also the ground. On the ground you do not see it very well because it gets wider and more dispersed the farther away in projects, you can see it clearly projecting through the floor of the Tree House. So I thought I would use my old method of a plane under the robot with the "Blob Shadow Effect" as it works better for this character who is above ground level.

I also added a couple of "Point Lights" to his arms with a "Flicker Script" attached so his lightning bolts will have a bit more of a realistic look to them. I'm going to see if I can find a nice sound effect for little electrical discharges to REALLY make him sweet!

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.

Wind Up Robot & Other Discoveries

Well I've had quite the busy weekend with all sorts of tweaking going on and trying to figure out new stuff. One thing that had always been bugging me very badly about my blood splats effects was that because I'm using a top down projector to instantiate blood splats whenever my enemies are killed by "Bud the Spud" although it left behind a very nice blood splat effect that formed well against uneven terrain what would happen was if another enemy say was following close behind and would walk through the blood splat the projector would also project that blood splat on top of the enemy which looked very odd. Also when my enemies died and left behind a "Fertilizer Pellet" for Bud to pick up they too would be covered in blood from the instantiated projector, which I did not mind so much, but my other enemies passing through the effect, well that was another matter and did bother me quite a bit. I discovered over the weekend that if I place my game characters onto another layer like the "static" layer for instance and tell my projector to ignore that layer then it works perfectly. I guess I could make a new layer and call it "Characters" for simplicity. But in any event it works so now my projectors no longer cast a blood splat on top of my enemy characters if they pass through a nice gooey looking blood splat on the floor, How cool is that?

Next up was the challenge of creating my "Wind Up Robot" to patrol around in the Tree House for level 03. I wanted to be able to have him wander back and forth between "Auto Way Points" but I also wanted him to emit sparks that can hurt Bud if he gets hit by them... you might recall me mentioning that was my goal? Well it took me the better part of the day to get it working but I finally got it just how I want it using the "Walker Boys AiPatrol Script." I had to make some changes like "Tag" robot with a name; "robot" and then in the "Controller Collider Hurt Script" I had to add a few if statements and add a few Variables to the "Ai Patrol Script" and Viola! Success!

That particle effect for his sparking lightning bolts was fun too, I might tweak it a little more to add a secondary effect for a small shower of sparks to accompany the lightning bolts, I'll see ;) But what I've got works very well and now I have a walking wind up toy robot that will patrol and inflict damage, he does not attack Bud deliberately as he is simply a wind up toy but he'll dish out a good 35 damage which more than makes up for his lack of intelligence ;)

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.

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 :)

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.

Tuesday, April 10, 2012

Level 03 Treehouse WIP

Here is a sneak peek at the Tree house "Bud the Spud" will have to climb in level 03 of my game. Level three takes place in a muddy bog filled area with a tree house located at the center. Bud will have to fight worms and potato beetles on the way to the tree house along with trying not to fall into deadly mud bog goop, climb up into the tree house and find two keys located inside that will unlock the exit door to this level. Inside of the tree house bud will also have to deal with a few rogue toy windup robots which should be not too much trouble as these robots are only stupid wind up toys that patrol back and forth across the floor, they will however on occasion emit sparks that can hurt Bud if he gets hit by them. Well that's my basic scenario for level three. I figured I'd share a sneak peek at the tree house model's work in progress (WIP) exclusively here on my blog.

Character Control Note: Based on the opinions of some of those who have test played my game I've been looking more closely at the character controller system, I've made a few tweaks, (not yet uploaded) and he seems to have a more tighter control now.

Monday, April 9, 2012

Level 02 Completed!!

Level 02 is basically done, I was hoping over the weekend to have it uploaded to the game test site but I was having some issues with it every time I tried to export the game to a web player. I just don't get the problems, my game is only two levels in size!! What about when it starts getting to around 10 or 20 levels in size?? Are they trying to tell me that the "Indie version of Unity 3D" cannot handle a game bigger than 1 or two levels?!? I just can't see that being the case I think my problem is in the optimization area still, or perhaps in the way I have it set up to handle all of my games assets. Still so much to learn with this stuff.
  • First I kept getting an "Out of Memory Unity Editor Host View On GUI ()" error every time I tried exporting my game to a web player.
  • Every time I tried to add the mud bog haze particle effect to the mud bogs in level 02 they would act strangely, they kind of "Wink" on and off for lack of a better description. At first I thought it might only be in the editor so when I was finally able to get a web player version exported to test I noticed it still did this strange "Winking" in and out?? So I may have to just NOT use the haze in that level. :(
  • When I was finally able to get a web player version exported my file size is now a whopping 60 MB in size!! How the hell is anybody ever supposed to play that on line?? I went through and optimized my textures to a low a resolution as I could before they start to look really crappy, I've nothing bigger that 1024 X 1024 and 512, 256 and smaller wherever I can get away with it. My music is all set to "Stream From Disk" except for my sound effects (I'm not sure what the recommended practice is for small sounds like that)
So those are my BIG GIANT ISSUES right now other wise you fine and somewhat patient folk would be having a good go at level 02 of my game by now :( I can attempt to upload the 60 MB file and see if that works but I just can't see that.

The other issue is that blasted "Load Bar" which I still can't seem to find any help on whether or not it's doing what it's supposed to which I don't think it is because it does not go all the way to the end, it just suddenly loads the game after only moving a little ways along?!? Should it not go all the way to the end at a certain speed to indicate how much of the game is remaining to be loaded?!? At least the freaking load bars I've seen perform that way!!

Sorry for the rant it's just so many things about these projects tend to REALLY piss me off and frustrate the living crap out of me.