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 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!

Tuesday, April 17, 2012

We Love Bud The Spud



A little video capture of some of the game play action in my indie game development projects called "Bud the Spud." In this video you can see many of the changes and improvements I have made along the way from level 01. I've improved the blood splat effect using projectors to ignore the static layer so as when my enemy characters pass through the effect it will no longer project on top of them any more. Also it does not project onto the "Fertilizer Pellets" too.
In this video you can see the damage effect that the "Potato Beetles" take when "Bud" jumps on them and their blood spurt effect. Also witness a very unsuccessfully attempt at jumping over on of the "Hibachi BB Q's" and the burning death "Bud" will suffer as a result. Also shows how he starts back at the levels beginning after such a death.

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.