Game: Boar Pusher

Boar Pusher (formerly Speed Stealth Game) is a where you're running towards the checkpoint as you're going to die, however if you pump yourself too hard your heartrate runs too high. Not high enough and you won't be able to make it! So you have to avoid beasts in the forest, keep pumping and grab bunnies to calm off. It's an infinite runner. This should be good. And if you want some wallpaper of the game's main image... http://puu.sh/1UhUz
 
 

Diversifiers

Backwards: One or more aspects of the game works the opposite as would normally be expected: maybe the controller is reversed (left is right, right is left), maybe you win lives every time you die, maybe it scrolls to the left and your character moonwalks.
Approved for All Audiences: The game must not show any violence, not even cartoonish. Stepping on living mushrooms is off the list, as is killing any type of enemies, not even undead, though we know they’re already dead…

Platforms

Windows
Mac OS X+
 

Tools and Technologies

Unity (any product)
 
 

Updated

Tuesday, January 29, 2013 - 05:11

Source File(s)

 

Team

 
Jayden Beveridge
sonictail's picture
Jon Hayward
Nigel Budden

Comments

sonictail's picture
Submitted by sonictail on Sat, 01/26/2013 - 17:25

At the end of Day 1 Nigel and I have developed our concept, chosen our tools and hit the laptops working hard.

In terms of actual implementation Nigel has the basic controls, lighting and elements working in Unity with a chunk of the under the hood scripting sorted.

I modelled a low poly bunny.

day 1 image

This is not an equal sharing of workload.

sonictail's picture
Submitted by sonictail on Sat, 01/26/2013 - 17:29

Well day two has just finished, we've had a productive day but missed our deadline of feature complete by midnight.

Nigel spent the day knee deep in unity, finishing up the player mechanics, end of game terms, enemy ai, animation implementation, GUI implementation, main menu, controls (and lack there of).

I spent 12 hours hating blender, and then another 8 hours actually accomplishing the animation and models I was meant to do during the first 12 hours with thanks to minh, nick and jayden.

Brock did an atmospheric track and culled out some sounds for us, it sounds pretty good.

For tomorrow?  I'll be building more scenery assets, background assets and making it look better.  Nigel has to add a new enemy, tighten the mechanics and fix the pigs.

Or turn them into fixings >.>

 

In the meantime, enjoy a boar.

sonictail's picture
Submitted by sonictail on Tue, 01/29/2013 - 05:08

Well the game jam is over, Nigel and I have now slept and here's the rundown.

  • Game works, is buggy but is playable in a dark room with the brightness up.  Nigel was concentrating on basic mechanics and implementation so we didn't get a chance to tweak the lighting to find something that worked well.  
  • It appears that the Boar AI was a problem, damn piggies didn't want to play nice.
  • Procedural generation is pretty damn cool.
  • A whole pile of assets were created by Jayden and myself, we didn't get time to put them in there.  But possibly in the future.
  • Nigel and I will revisit once the pain of being inflicted with my puns starts to cool down from Nigel.
  • Game got a cool start screen from Jayden, makes my work look good, which it isn't good.  But his is (you get the point).
  • If anything we really needed either a simpler game or another programmer, but for a two man team I'm incredibly impressed with the bulk of work done.

And now, nothing ;)

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