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 toy robots. Show all posts
Showing posts with label toy robots. Show all posts

Saturday, May 12, 2012

Sand Box Level Details

While I'm still struggling a little to work out the code for my revolving shooting robot for the Sand Box level I figured I'd take a break from that frustration and keep working on adding detail to the Sand Box. I've added toy wooden blocks, a plastic bucket with sand in it. A good place to perhaps hide a key maybe. I've added a rusty yellow painted beach shovel.





I got some more mileage out of those numbered and lettered toy wooden blocks by adding a few more in with the new toy wooden blocks. I may take a few of these and see if I can arrange them like a small house that I can hide a key inside of also.








The Sand Box covers quite a large area so I have a lot of open space to add all sorts of toys. I might add a little more sand castle structure in the middle of the sand box. I want to make a toy boat of some kind. I was browsing on Google looking for toy boats to see if I could get some idea of what would make a cool sand box toy boat, I found a few images I saved into a folder for reference later on to perhaps create something that will look cool like a beached boat. I'm even thinking about perhaps adding one of those rubber sharks we used to have as kids because they were hollow and I'm thinking that "Bud the Spud" could go inside of the shark which to him would be like a whale. Inside I could either hide a key or place fertilizer pellets inside.

I made a place holder area in the ground for where the Revolving rusty toy robot torso will be placed. As you can see here I have him in the scene rendered in Max 8. The final export will not include him as he will be a prefab in Unity 3D that I will drag into the scene and place him in this location with hopefully by then a working code. Right now I have him performing his animation when Bud gets within range but his fireballs are instantiating inside of his chest area and exploding right away as opposed to flying away from where he shoots from. So I have to look into why it's doing that and try to fix that. I have a few ideas on what the problem might be but it's going to take some more playing around with the code to really figure it out.

I created some Popsicle sticks of varied flavors (used of course) to serve as a little fence along the mote area by the sand castle. Bud can easily jump the fence but why would he as it would be suicide to jump into the mote filled with muddy water.

Here in this scene and the one above you can see some of the Popsicle stick fence along the mote edge behind the toy rubber duck and some being used as fencing by the bridge entry area by where the toy revolving robot is placed.

I can't wait to get this model all done with all the cool stuff and more I've mentioned above and placed into Unity 3D as this is going to be such a fun level to work with with a few worms, potato beetles and one or two of those blue wind up sparking robots wandering around.

Thursday, May 10, 2012

Sand Box Robot Set Up and Testing

I was hoping to have something a little more constructive accomplished between yesterday and today, but I was having some issues trying to code my robot to work properly. You can see here in my testing area, which is a simple scene in which I test stuff out before making it into a prefab to place into game scenes later on. You may recall me mentioning that I should have been able to modify the machine gun sentry script to work for my robot. Well yes and no. Seems I can get it to partially work the way I want. I have his animations all set up as:


  • Aware
  • Shoot
  • Deactivate
Aware: is supposed to play a short animation where the robots moves and shifts a little buried in the sand and his chest doors pop open to reveal his guns as bud the Spud gets within a certain range.

Shoot: is supposed to then play the animation in which the robot torso spins 360 degrees 1 turn but is a looped animation.

Deactivate: Is supposed to play an animation where the chest doors close as the robot guns retract back inside of his chest area.

Sounds simple enough right? Until you get to start trying to code it that is, still working on it.
The other issue that might kill this great idea with the robot, is that he might be too high poly for this type of attack scenario. In making him in Max 8 I was trying very hard to keep him as low to medium poly as I could without sacrificing too much detail in the robot. But when he animates in Unity 3d's editor the whole scene slows to a crawl, so I might in the long run just have him as a nice sand box decoration :( (sadness) because I was really liking the idea of placing him right by the bridge crossing the sand castle mote. I suppose I can rework him in Max 8 and try and bring his poly count down a lot more. That is indeed if that is the issue as it could be the machine gun script rotating him as well as his rotation animation playing at the same time.

I tried making my own script similar to the "Jack in a Box" script but got really weird results like the animations would play making the robot move way below his desired location, so I've no idea what was going on there as it works for the "Jack in a Box." ??

Tuesday, May 8, 2012

Sand Box Level Toy Robot

I made a toy robot for the sand box level of my game. He's a broken down rusty toy robot that will give Bud the Spud some trouble if he gets within range. He has no legs and bud will find him buried in the sand up to his waist guarding the entry way to the bridge that will cross the mote to the sand castle on the other side. This toy robot will be a little lopsided so when his chest doors pop open and his cannons pop out and start shooting his torso will spin and he'll shoot deadly fireballs all over the place in a lopsided 360 degree circle. He has no aim being just a toy robot but even still if Bud should get hit by a fire ball it's curtains for Bud the Spud. Similar to the blue wind up robots what they lack in intelligence they make up for in deadliness.

I have him all rigged for animation so tomorrow that will be my next task, animate his attack sequence and then export him into Unity 3D for the fun code stuff. My thought is that he should work pretty much the same way that the machine gun turrets work in the FPS tutorial. He'll have an attack range although he will not rotate and deliberately shoot towards the player, he'll just start shooting while spinning around in circles. 

Wednesday, May 2, 2012

Aditional Tweakings

I kept playing around with the placement of the mouse trap along the narrow passageway behind the trap door in the floor of the Tree House to see what would work best. It took me a while to get a placement of things that worked properly. First the robot kept walking too close or in some tweaking over the mouse trap which of course might make some say; "How come the Robot doesn't trip the traps?" and justly so I figured so I moved the trap back a little and shortened the distance between the robot's auto waypoints so that way he takes a shorter trip back and forth and does not run over the trap. The scenario makes more sense to me now.

I also added a large support column just behind the Trap Door so it has something to lean against and also to add another obstruction along that narrow path that the robot patrols back and forth down. You can sort of see it in the first image but I figured I would take a better screen capture so you can see it better. This now works very well in that bud the Spud must now take a little more care in traversing the narrow passageway. he can follow behind the robot and then duck into open spaces along the toy blocks or along the side with the trap door.

There is a new toy space ball in the main part of the Tree House that Bud can use to trip the mouse trap if he likes. It's not really necessary as he can easily jump over the trap, but if he had to make a hasty retreat from the robot it would suck to end up accidentally tripping the mouse trap during such a retreat ;) this space ball toy is smaller in size from the one on the upper lookout deck.

I have added an extra health pick up item just over top of the big space ball toy on the lookout deck, you can see it just to the left of the Sun flare. there are two way Bud can get it, he can either jump on top of the ball and then do a double jump in the air or he can jump up on top of the Apple crates and make a jump for it, while he's up on top of the crates he might as well get the extra life heart as well. You can see inside of the Apple crate there are five Fertilizer Pellet pick ups also and another mouse trap to watch out for.

Sorry for the extra long post. I was going to post yesterday but I was so busy staring at code for the toy robot all day trying to figure out why he is not dishing out damage using his "Hit position," instead he seems to be using his character controller to do damage to Bud but I want it to be if Bud come in contact with those electrical sparks. Clearly more tweaking to do on that. Now you might recall me mentioning that Bud can drop the robot down through the hole by using the toy space ball to force the robot to accidentally walk over the hole in the floor and fall down to his destruction.

  1. Sometime during testing I noticed that the robot would only get stuck in the hole so I needed to make an extra "Robot Death Collider" object to tell the robot to play a grinding sort of stuck motor sound and then explode should he just become stuck as opposed to falling far below to the other "Robot Death Collider" object.
  2. As I had mentioned I threw it in as a "What if" factor. but it's such a difficult thing to actually try and do I'm thinking that this would be a perfect scenario for the exploded robot to leave behind a special game object when he explodes, maybe perhaps a "Super Fertilizer Pellet" that is of different color and is worth 10 or 20 Pellets!