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 potato character. Show all posts
Showing posts with label potato character. Show all posts

Monday, May 28, 2012

Level 03 Sandbox Exit

I finally got around to creating a level exit scenario for the Sandbox level. It took me a little while to come up with something I was happy with that fit into the theme of the other items in the sandbox. What I eventually came up with was a mound with a door fashioned out of Popsicle sticks and mouse trap parts. The mound has a hole with a black collider inside of it so that when Bud has both keys the door will open and he will be able to enter into the black collider which will load up the Tree house level, right now I just have it loading up the "Thanks for Playing Screen" just for simplicity sake for now. But yeah that's my exit for level 03 and the Tree house level you are more than likely already very familiar with if you've been keeping up with my posts ;)

Wednesday, April 4, 2012

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

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.

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.

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.

Thursday, March 22, 2012

Updates to Online Testing Version of Bud The Spud Friday 23rd

Are you counting down the seconds to see all the sweet new changes that I've been hard at work creating to level 01 this week? Well you've not long to wait my friends, This Friday 23rd which is tomorrow around 5 PM ish I'll be uploading the latest version of Bud The Spud Unity 3D Web Player version so you'll be able to play and test out the latest updates to the game. You'll see all sorts of new stuff added to the game environment. If you've been following this blog and who whoever is interested in the game and who has been playing and likes the game would not be lol then you'll already have a good heads up on the shwack load of awesomeness that is going to be in the latest version this Friday. All kinds of cool stuff like

  1. Bud's Blob Shadow fixed so not it does not spin around when he does his "Flip Jump."
  2. Danger signs added around the Deadly Toxic Mud Bogs.
  3. Fireflies to give players hints as to where to go in the game environment.
  4. Special Potato Leaf Health pick ups that add 25 points to Bud's existing health.
  5. Some cool background music.
  6. A new broken pipe by the 3rd Toxic Mud Bog.
  7. More worms to fight.
  8. More Fertilizer pellets to collect.
  9. Beast light mapping for shadows.
  10. More challenges.
  11. Additional sound effects.
Wow,  I mean WOW! I have been a busy little beaver this week. What can I say, I live to serve lol.

Don't forget to post comments to the blog as I would love to hear anything you have to say. Ideas, suggestions, rants, raves, you name it, it's all good. Who knows maybe some of your awesome ideas may wind up in a future level of my "Bud the Spud" game. ;)

A Little More Bling!

Just to add a little more "Bling" I thought I would add a nice magic sparkle particle effect to the Potato Leaf health pick up object. Now it's a lot more noticeable with that cool energy sparkle effect coming off of it and drifting upwards like magic fairy dust or something. I got it set up so it's color kind of cycles between a deep florescent green to a greenish almost aqua blue color. These cool health pick ups add 25 points to Bud's existing health. This one seen here is pretty easy for Bud to reach the one way up top on the floating stone platform however is another matter, Bud will need some pretty skill full jump timing to get that one without falling through the hole in the platform. ;) Gotta just love a challenge don't ya ;)

2nd Brocken Pipe Added

I added an additional challenge to Level one this morning. Over by the 3rd deadly toxic mud bog is a new broken pipe. Bud the Spud can jump onto the pipe and get in inside of it by jumping down from one of the floating stone platforms above. I added another rock in the middle of the mud bog so he'll be able to get back once he is done exploring the inside of the broken pipe. I tried to just jump out of the pipe but the distance was too great for Bud to make it across to the center rock safely so the addition of the extra stone should make it easier. I still have to test that out and see if it's possible yet but it should be.
Here you can see Bud the Spud looking down from the floating stone platform onto the new broken pipe. Inside you can see I've moved the extra life heart from the other pipe and place it inside of this one along with some additional Fertilizer pellets. I'll bet there are some player's that are going to just hate me for that. But hey it's not that bad, by now you should be all masters at making Bud jump around his underground environment. If not all I can say is practice makes perfect ;)

Sunday, March 18, 2012

Sneak Peek at Level 2 Development

Here is a sneak peek at the very early stages of level 02 of "Bud the Spud." Level 02 takes place above ground just after Bud has exited from his underground world through the pipe to the surface, that is if he's managed to collect the two keys needed to unlock the door to the exit pipe, managed not to get himself killed by worms or from falling into toxic deadly mud bogs.

Level 02 Bud the Spud must make it through the front yard and make his way to the Tree House located in the Pumpkin Patch where he'll have to avoid more worms and a new enemy the "Potato Beetle." Inside the tree house he'll have to avoid the occasional windup toy robot as well.

I don't want to spoil too much of what's in store for "Bud the Spud" but I just wanted to show a sneak peek at how my environment for level 02 is starting out. ;)

Saturday, March 17, 2012

Bud the Spud Makes it to the Top!!

Actually made it to the top with 4 lives and only half my health taken away while testing out some minor changes I made to the game today. I moved some of the glowing Fungus over towards the dilapidated wooden walkway that leads up to the giant rock across the 3rd toxic deadly mud bog. I found that after doing the beast light mapping that, that area looked a little dark and could use some light sources in there so the Glowing Fungus were ideal for that. While testing it out I was doing so well I thought; "OK... I'll keep going and see if I make it all the way to the top?" which I did!! And with 4 lives yet!! Just thought I'd share that as I thought that was pretty cool ;)

Friday, March 16, 2012

Play Bud the Spud Level One FREE!


Although it's still in development I know there are some out there who are already interested in giving my game a try so I have made level one available for free using Unity 3D's Web Player.
No load bar so you may have to be patient if you want to play.

I know what my player are going to be doing when they are tyring to cross those toxic mud bogs of instant death, "F" You Mr. Knight!! I'll bet will be some choice and colorful vocabulary that will be spewed from the lips of many a frustrated game player. OK so I like to present a few challenges in my games lol but rest assured it can be done. I guess Bud Spud should really take some time and repair those bridges huh? Oh well, I'm no super gamer and if I can do it I'm sure you can too, practice and a whole lot of colorful metaphors will eventually get you to the top of the cave where the exit is located, Bud is in for a climb ;)
Play Bud the Spud Level one for Free!!

Controls:
Movement: [W] [A] [S] [D]
Jump: [Space]
Crouch: [C]
Camera: [I] [J] [K] [L]
Hide Player: [H]

There is no load bar currently so depending on your connection speed you will have to be patient while the game loads, should take less than a minute though. ;)

Thursday, March 15, 2012

Improved Blood Splat


Took me a little while to figure out what was going on with the projector method of doing blood splatter on my terrain for after each enemy worm has been jumped on by "Bud the Spud." I was originally using a mesh plane with a multiply texture for my blood splat on it and although it worked wonderfully if my enemy worm was killed on a flat part of the terrain, it looked like crap on uneven parts of the terrain. So I figured out a blood splat method using a projector and on my prefab for that I placed a script that destroys the game object after a minute. As you can see in the image above it works far better that my previous method of using a mesh plane ;)

Wednesday, March 14, 2012

Crossing The Deadly Mud Bogs

Level one of my Bud The Spud game is very close to completion... just adding some sounds and some scenic details.
Here we see Bud the Spud way up top of his underground world after collecting the two keys needed to open the door to the above ground level (Yet to be made... that's next)
I just have to work out his "Bog Death" so as when Bud jumps or falls into a mud bog he plays a drowning animation and then dies. Also need to add a nice toxic looking partical effect for bog gas to cover the bog muddy water surface.
But yeah, the basic game mechanics are in place,
  • Worms can attack him if he's within range
  • He can kill worms by jumping on them and they die with a nice splat (Could be better with decals need to look into that)
  • He can pick up Fertilizer Pellets
  • He can collect keys to unlock exit doors to next game level

BudTheSpudGameDev01.mov



This a development video clip of my indie game I am developing using Unity 3D called "Bud the Spud" which is a development title, may change it later but for now I am OK with the title. It's based off of the "Mario 3D Clone tutorial" from the Walker Boys Studios video tutorial series. I've made a lot of changes so it works with my Bud the Spud game concept. This shows some of the first level game environment and character abilities and interaction with enemies, in this case "Worms." Worms are slow and stoopid, but they will do 25 damage to Bud the Spud if they attack him. If bud kills a worm he gets a Fertilizer Pellet. You can see the first Key pickup which Bud will need in order to unlock the door located way above the top of the underground level, 2 keys are rquired, the 2nd key is way up top on top of the giant glowing fungas. Muddy bogs are instant drowning death for Bud if he lands in them (Still need to do).
The worm character death leaves behind a nice blood splat on the floor but works best on flat terrain surfaces. I hear Decals are a better way to approach this although my knowledge on this is next to nill ?? But that is somethng to look into.