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TIGSource ForumsCommunityCompetitionsA Game by Its Cover[AGBIC] LBFFAJBC [Finished]
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Author Topic: [AGBIC] LBFFAJBC [Finished]  (Read 6883 times)
Wilson Saunders
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« on: June 29, 2010, 10:11:42 am »

Little Bunny Foo Foo's Assault Jet Bike Challenge (LBFFAJBC)

Description

Little Bunny Foo Foo's Assault Jet Bike Challenge (LBFFAJBC) will be an arcade flight simulator where the player scoops field mice off the ground and smashes them into various terrain objects. A pack of jet bike mounted dogs will pursue the player and attempt to make her crash. In addition the player could also crash through lack of flight skill. As in the poem Little Bunny Foo Foo (LBFF) gets three lives to clear a level after which it is game over. The victory condition  is when all the field mice have been scooped up and bopped on the head.
Inspired by

             
Latest build at: http://www.monkeydev.com/lbffajbc/index.html


Update 8/7/10:
Final contest build uploaded here:
http://www.monkeydev.com/lbffajbc/LBFFAJBC.zip
Features:
* Mouse and Keyboard steering
* Grappling hook physics on field mice
* Jet bike mounted Dog Fairies
* Adorable sound track
* Tutorial level
* 4 playable levels
* All the cross compatibility that comes with Unity.

I will post screen shots and videos when I get some sleep.

Screen Captures:


07/07/10: Implemented Jetbike mouse control and posted demo version at: http://www.monkeydev.com/lbffajbc/index.html

controls:
Steering will occur through the mouse's position on the screen. A certain dead zone in the middle will allow for level flight and when the mouse moves out side of that area LBFF will turn in that direction. Mouse button will shoot the grappling claw for picking up mice. Keyboard keys will activate boost, air brakes, and vertical thrust.

graphics:
Graphics should be single tone to provide a cartoony atmosphere for this silly game. The levels should resemble the stylized canyon terrain that populated the road runner cartoons.

AI:
Field mice should wander around the area they were spawned. They should sample the terrain where they intend to walk and if the height changes too much from their current height they should turn around. This will keep them wandering around in the same area. Also they should see the player and run from her if she gets too close.

Dogs should have the same control scheme as LBFF and fly on an intercept course at her. Their turning and acceleration should be much worse than LBFF but their max speed should be just as good if not better. This will require LBFF to outmaneuver the dogs. Dogs will require line of sight to pursue LBFF. If not line of sight can be established they fly around random way points until line of sight can be established.

Physics:
This program will make use of Unity's rigid body component to ensure realistic collisions between objects. LBFF and the dogs will each inhabit their own rigid body. Too great a change in LBFF's velocity (ie a crash) will result in LBFF ragdolling off the bike. The Dogs are indestructible, but shortly disorientated after a crash.

The filed mice while walking around will just be standard animation assets. When hit by the grapple they become rigid bodies suspended by the grapple chain and pulled on by gravity. The grapple chain will force their position to be a certain distance from LBFF. They will be released from the chain when they crash through a solid object. This crash will be the "Bop on the head" and if it is of sufficient force the mouse will be counted as Bopped. Otherwise it will resume normal walking.
« Last Edit: August 07, 2010, 07:06:29 am by Wilson Saunders » Logged

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J. Kyle Pittman
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« Reply #1 on: June 29, 2010, 10:57:45 am »

Oh snap, I picked this one too. (http://forums.tigsource.com/index.php?topic=13411.0) It's on like Donkey Kong!  Hand Metal Left Cheesy Hand Metal Right
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Wilson Saunders
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« Reply #2 on: June 29, 2010, 12:11:54 pm »

So long as your game does not revolve arroud bopping field mice on the head I think we will have very destinct games. Also a Japanese friend of mine says the text reads "Rabbit Girl".
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« Reply #3 on: June 29, 2010, 02:03:25 pm »

I sing 'little bunny foo foo' to my 1 year old baby, she loves it. Can't wait to play this Smiley don't think I'll let little Ellyna see it though, might make her cry  Tongue
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« Reply #4 on: June 29, 2010, 02:56:25 pm »

So long as your game does not revolve arroud bopping field mice on the head I think we will have very destinct games. Also a Japanese friend of mine says the text reads "Rabbit Girl".
Translation confirmed, literally says "Rabigirl"
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BoxedLunch
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« Reply #5 on: June 29, 2010, 03:00:14 pm »

rabiesgirl? sounds awesome, someone needs to make that.  Crazy
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« Reply #6 on: June 29, 2010, 03:29:21 pm »

This is going to be very interesting.
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J. R. Hill
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« Reply #7 on: June 29, 2010, 03:49:47 pm »

rabiesgirl? sounds awesome, someone needs to make that.  Crazy
Actually it would sound more like "Robbie Girl"
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« Reply #8 on: June 29, 2010, 04:33:01 pm »

I would have called this "OH FUCK, DOGS. CARROT!"
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Wilson Saunders
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« Reply #9 on: July 07, 2010, 10:39:17 pm »

I have made the Jetbike model and implemented a mouse based directional control. Since I am working in Unity I can post a WIP web player version on my site:

http://www.monkeydev.com/lbffajbc/index.html

It is still very incomplete, but hey it's progress. Also Screen shot:
« Last Edit: July 08, 2010, 09:00:44 am by Wilson Saunders » Logged

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Melly
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« Reply #10 on: July 10, 2010, 12:12:57 pm »

The jetbike handling takes some getting used to. I suggest implementing an OPTIONAL training course in the full game for people to get the hang of it.

Using the right mouse button to accelerate is honestly annoying with how the web player keep popping up the context menu when you let go of it.

Lots of promise. Hand Thumbs Up Left
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Wilson Saunders
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« Reply #11 on: July 12, 2010, 11:13:19 am »

I just spent the weekend unsuccessfully fiddling around with Unity Joint Components trying to make wrecking ball type physics for the core component of the game, bopping field mice. I am trying to copy Off-road Velociraptor Safari's ball and chain, but for the life of me I can't figure out how to establish a joint between two rigid body game objects programmatically.
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Melly
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« Reply #12 on: July 12, 2010, 01:02:58 pm »

Ask the Velociraptor Safari dudes. They did something like that on that game and it worked really well.
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Wilson Saunders
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« Reply #13 on: July 14, 2010, 11:12:37 pm »

I got the grappling hook system working sort of. I also added some dust kick up when you are close to the ground. Here is a screen shot:


Working version has been updated at link in the first post.

I didn't expect to spend as long as I did getting the rope system working. Hopefully every thing else goes smoothly or I will not be able to finish in time.
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Melly
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« Reply #14 on: July 16, 2010, 04:58:36 pm »

I like the little dust particles. Smiley

Controlling the jet bike is still pretty tough, though maybe I just have to get used to it. Maybe making it a little less sensitive to movement?

It's also hard to preceive depth and when you're about to hit a mound of sand.
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Wilson Saunders
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« Reply #15 on: July 18, 2010, 04:25:20 pm »

Thanks for the feed back Melly. After I have the main game components implemented, I will add a alternate control system. Maybe keyboard/game pad. I am trying to get a Wii sports resorts Air sports control system working (because I really love that game).
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« Reply #16 on: July 18, 2010, 05:01:16 pm »

The controls were kind of difficult; keyboard controls would probably work much better.  Also, the right mouse button also brings up a menu on the screen.

I think this is a hilarious idea, though.  Hope to see in action!
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Wilson Saunders
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« Reply #17 on: August 01, 2010, 11:04:07 pm »

I added the Bunny girl, the dog fairies, the filed mice, and a scoring system. The updates can be seen on the link in the first post. Also for Melly and the various other complainers, I added a keyboard based alternate control scheme.

I still have to:
* Make the title and menu screens.
* Do sound effects.
* Implement some sort of good and bad ending.
* Make more levels (including a training level)
* Make level objects (so it is not just empty sand)

Thank goodness for the extension.

Latest Screen Shot:
« Last Edit: August 01, 2010, 11:12:13 pm by Wilson Saunders » Logged

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Wilson Saunders
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« Reply #18 on: August 02, 2010, 09:30:46 pm »

Added sounds effects provided by a friend. Also did some tweaking to the acceleration and grappling hook.
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Wilson Saunders
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« Reply #19 on: August 07, 2010, 07:08:23 am »

I pulled an all nigher to get this thing done on time. Links are in the first post. Have fun bopping field mice.
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