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"

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??