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

Sunday, April 29, 2012

Mouse Traps

"Bud the Spud" has a new game item to watch out for, "Mouse Traps." There will be a few of these in the Tree House in level 03 for Bud to have to avoid. I'm going to place one of these along the path the toy wind up robot patrols inside of the Tree House because getting past that robot is still way too easy and needs another dangerous obstacle just to make it less easy to just dodge by the robot. I've not really decided on the damage amount these pesky things will dish out if bud accidentally runs into one. I'm thinking a good 25 should be pretty fair, but I'll make it a variable so I can change it easily in the inspector in Unity 3D's editor.

When I was designing the mouse trap I thought about going with the classic "Victor" mouse traps but did not want any recognizable company names used so instead I came up with "Snag Em" mouse traps, a non existent company I dreamed up just for this purpose. Do you like the "Snag Em" logo ;)

Saturday, April 28, 2012

Bouncing Balls and Robot Death

I kept thinking today when I was out fro my bike ride that my new space toy ball was missing something, but what was it, and then around the 5 mile mark it hit me, "My ball need sound and a bounce ability" which it was lacking. So after i got home I worked on giving the ball some bounce using the physics bounce material and playing around with the settings. Then I added the sound effect for when the ball bounces.

Next was the Toy robots in the Tree House. Now it's not likely that you can get the one inside of the Tree House to fall out and to the ground below but the one on the upper look out deck it is possible using the ball to force the robot to walk off of the edge or fall through the hole in the floor. I wish I could show you a sweet screen capture of the toy robot falling and then exploding with a nice robot exploding sound effect but it's very tricky to do and more sort of thrown in as the "What if" factor ;) Maybe over the course of game testing if I come up with sure fire method of dispatching the robot out of the Tree House I'll capture a video clip and upload it to my YouTube and then post it here ;)

Friday, April 27, 2012

Buds new Pushable Toy Ball

OK I've got the toy space ball placed into my scene in the Tree House as you can see. Now the ball is serving a good purpose to partially hide the hole in the floor that Bud will need to drop down in order to find the 2nd key he needs. I also placed an extra life heart on top of the 2nd wooden apple box on top of the one you see here, you'll know when extra life hearts are near by by the sound of the beating heart, that's your clue that one is close.

So with that little job out of the way now I just need to work on the ground level stuff for Bud the Spud to deal with, fix up some of the terrain texture, perhaps add another challenge, workout the level exit for this level and then I think I'll be basically done with level 03, although I do want to tweak the scenario with the wind up toy robot inside of the Tree House as I still feel he is too easy to avoid. I'm not really sure what to do about that yet.

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!! 

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.

Tuesday, April 24, 2012

Jack In a Box Animation Test



A test animation of my "Jack in a Box" 3D model. In this video the crank only turns once, this is because in Unity 3D what I will do is split my animations up into 3 separate segments so that way I can code it so as when Bud the Spud bumps into the Jack in the Box the hand crank will start and loop for as long as an specific audio clip will play for and then I'll code it so as the box then plays the open and popping out of the clown puppet part of the animation, hopefully with appropriate sound effects to match.

I'll probably make a few more additional tweaks to the animation tomorrow before exporting it into Unity 3D.

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." ;)

Scenic Details Added

Because bud is a small potato character his surroundings need to reflect this in some way, as you've no doubt noticed that everything is "potato character sized" in my game. In keeping with that in mind I wanted something more added to the terrain to keep that feeling of being a small character in mind, so I made these nice medium poly blades of grass that I can place here and there throughout the various levels that are outdoors and above ground. Here we can see "Bud the Spud" standing amongst some new blades of grass placed close the the base of the Tree House tree base. Thankfully the FBX file is only 175 kilobytes in size so it should not be too big of a deal for me to use a fair amount of them so long as I don't go overboard.

I was looking into how one places mass trees in Unity 3D to see if perhaps performance wise if that might be a better and maybe even more easier way to place these new blades of grass onto my game level terrain but even though I added the model as a new tree mesh it was not painting them onto my terrain for some reason so I don't know why that is, as I say it's a very reasonably sized model at only 175 KB??

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.