tag:blogger.com,1999:blog-42049415779874687952024-03-12T22:01:44.144-07:00Pug Puncher Developer's BlogAnonymoushttp://www.blogger.com/profile/06597691714140255857noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4204941577987468795.post-158269962734537612015-06-15T10:52:00.001-07:002015-06-15T10:52:45.309-07:00Hear ye! Hear ye! Come one, come all to the Pug Puncher Showcase!<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-K9Dw9MEU-tI/VX8PrZzk1CI/AAAAAAAAADc/Gq3ZQD-IT2w/s1600/Unity%2B2015-06-15%2B12-19-53-92.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="292" src="http://3.bp.blogspot.com/-K9Dw9MEU-tI/VX8PrZzk1CI/AAAAAAAAADc/Gq3ZQD-IT2w/s640/Unity%2B2015-06-15%2B12-19-53-92.png" width="640" /></a></div>
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Hi Everyone,<br />
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I know I haven't posted in a while, but that's because I've been so busy working on Pug Puncher. This will be a short post because I'm prepping for the showcase tomorrow.<br />
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<a name='more'></a>If you are in the Greater Toronto Area on June 16, 2015 please feel free to drop by our game showcase and presentation. It will be at 2000 Steeles Ave., West (the RCC Institute of Technology building) at 2:30 pm.<br />
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Hope to see you there!<br />
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This post was written by Eden, one of the programmers working on the Pug Puncher video game.Anonymoushttp://www.blogger.com/profile/06597691714140255857noreply@blogger.com0tag:blogger.com,1999:blog-4204941577987468795.post-12457375762987570532015-04-17T12:55:00.000-07:002015-04-17T12:55:30.914-07:00Character Controller vs. Rigid Body in Unity3D<div class="separator" style="clear: both; text-align: center;">
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I feel like this is kind of like Batman v. Superman, but with code. FIGHT!<br />
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<a name='more'></a>Hi, it's me again (Eden). I know it's been a little while since there was a new post up, but hey I've been busy. Making a game is time consuming, that's for sure. Anyway, on to more interesting things.<br />
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I've been working on the player controls for Pug Puncher lately. It's been fun. At first, I was using a rigid body to control the player; I've done this before so it seemed like the logical choice for a 2.5D game. However, I was having some problems; the movement was jittery and the jump wasn't working right. The double jump was working intermittently, which was really annoying.<br />
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So, I decided to try using a character controller instead. I've never used one before and thought I should give it a try. What's the worst that could happen: loose a few hours of my time?<br />
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The character controller was surprisingly easy to use. It was actually a lot simpler than using a rigid body. I didn't need to put a collider on the feet of the character and there was less code required. It seemed a lot cleaner.<br />
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There are some differences, obviously. The main one for me was using the OnControllerColliderHit rather than OnCollisionEnter. But really, all it was was a name change pretty much.<br />
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I found that the character controller has smoother movement and works really well with animation. A rigid body, at least for the player character is a lot more complicated. Rigid bodies do have their uses, but I think that at least for a 3D or 2.5D game, using a character controller is the way to go. The collider is already built in, so no need to add anything.<br />
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The lesson I learned from this: step out of your comfort coding zone and try something new.<br />
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Anyway, I think that's it for now. I must get back to working on Pug Puncher. Don't forget to check us out on Facebook and follow us on Twitter, @PugPuncher. You can follow me too if you like. I'm @GalacticGirlx2.<br />
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Until next time. Peace out.<br />
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- This post was written by Eden, one of the programmers working on the Pug Puncher video game.<br />
<br />Anonymoushttp://www.blogger.com/profile/06597691714140255857noreply@blogger.com1tag:blogger.com,1999:blog-4204941577987468795.post-47089777158739386032015-03-30T12:02:00.000-07:002015-03-30T12:02:47.418-07:00What I've learned so far from marketing an indie game on social media.<div class="separator" style="clear: both; text-align: center;">
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Hi, me again (Eden).<br />
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It's only been a few weeks since the Pug Puncher marketing campaign launched, but I wanted to share my thoughts on that. I've had some experience with advertising, so this kind of thing is familiar.<br />
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<a name='more'></a>Budget is not a concern, that's for sure; since, well, we don't have one really. So you have to be creative with social media. There are a lot of sites out there for this stuff, but you have to narrow it down to the ones you think will work best with your type of game. So far my two favourite social media sites have been Twitter and Blogger.<br />
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Twitter is really cool because you can interact with people, brands and companies all over the world pretty much instantly. It's nice to have a conversation, even if it's in 140 characters or less. The indie development community on Twitter is great; everyone is really friendly. So far, I've experienced no rude or insulting tweets from people, which is good. People can be mean. The thing that I learned most is to just be myself and not to be shy because you never know, someone could respond. This strategy has worked out well. It's nice to be nice. I always like to think that you should treat people the same way that you want to be treated, and it's no different whether it's online or in person.<br />
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Also, it's really fun to just talk to people. It gives me a break from my work, which sometimes can get monotonous.<br />
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Blogger has been really cool too. Probably because I love to write about pretty much anything. And it gives people a look into the game development process. It's really nice to basically link this blog up with other social media. It makes it feel like an integrated campaign, which is a good thing.<br />
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The biggest takeaway so far though has been to be a little loud; make a bit of noise. You might not believe this, but I'm actually a really shy person in real life. Usually, I have trouble introducing myself and chit-chatting and getting to know people. I just don't know what to say sometimes. It can be really hard. I tend to not like to draw attention to myself. But, for a marketing campaign to work, you must do exactly that.<br />
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I guess it's best to conquer your fears head on, which is what I'm doing. We're even going to be filming developer diary videos soon, which I'm actually super excited for. I can't believe how much fun I'm having.<br />
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That's probably enough about marketing for now. Hopefully I didn't go too far off topic either. I'll finish this up by saying that social media really does work for indie developers and it's been an awesome experience interacting with everyone so far.<br />
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Don't forget to follow @PugPuncher on Twitter. You can follow me too if like; I'm @GalacticGirlx2. We're also on Facebook and YouTube.<br />
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Until next time. Peace out.<br />
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- This post was written by Eden, one of the programmers on the Pug Puncher video game.<br />
<br />Anonymoushttp://www.blogger.com/profile/06597691714140255857noreply@blogger.com0tag:blogger.com,1999:blog-4204941577987468795.post-24613330823625772992015-03-26T07:57:00.000-07:002015-03-26T07:58:01.675-07:00The Fight for JUSTICE.<div class="separator" style="clear: both; text-align: center;">
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Hi, it's me again (Eden). This time, I'm not going to ramble on about random stuff. Instead, I'm going to talk about one of the aspects of Pug Puncher that I'm working on: combat.<br />
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<a name='more'></a>It's still in the early stages of development, but I'm excited as to how everything is progressing.<br />
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Let me just say that Pug Puncher himself (or you the player playing as Pug Puncher) is going to kick some serious pug butt. The main combat mechanic will be punching of course. There hopefully will be more stuff added such as weapons, but as I said above, it's still early.<br />
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I've been able to get single punches and two punch combos working so far. That was surprisingly simple to do. I used animation layers to separate the two animations and set up a timer so that if the player presses the attack button twice quickly, both animations will play. If they don't press the attack button fast enough, then it's just plays the first animation. If you haven't guessed yet, we're working in Unity 3D.<br />
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I think that's a fun and cool little thing to have in a combat heavy game. Also, the combos make it look like the Batman Arkham games, which is pretty awesome if you ask me. Pug Puncher won't have a cape though; or a cowl; or the Batmobile. Just his fists, appropriately named Susan and Sarandon. Don't ask me about that one- that was all from our awesome writer, who wrote a hilarious script.<br />
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So yeah, that's combat so far. It'll be a lot deeper than that, I assure you. It was just that I was really excited to share what I've been working on.<br />
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Damn, now I want to drive the Batmobile. Unfortunately, I don't own one of those. One can always dream I guess.<br />
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Don't forget to check out our Facebook page. Also follow us on Twitter, we're @PugPuncher. You can follow me if you like too. I'm @GalacticGirlx2.<br />
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Peace out.<br />
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- This post was written by Eden, one of the programmers working on the Pug Puncher video game.Anonymoushttp://www.blogger.com/profile/06597691714140255857noreply@blogger.com0tag:blogger.com,1999:blog-4204941577987468795.post-24420535572877345232015-03-23T08:55:00.000-07:002015-03-23T08:56:09.366-07:00Hello World!<div class="separator" style="clear: both; text-align: center;">
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Just thought I would start off with a programming joke. Seemed appropriate.<br />
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<a name='more'></a>Welcome to the official Pug Puncher Developer blog. This is going to be a place where we (the developers of Pug Puncher) write in-depth about our game. I'm just going to start out by saying hi to everyone, since this the first blog post and all.<br />
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First off, who is this writing this super engrossing post you might ask? Me, that's who. My name is Eden and I'm one of the programmers working on Pug Puncher. I love long walks on the beach... just kidding! I love games- both making them and playing them; that's why I'm doing what I'm doing right now. I've got some experience with physics and astronomy, advertising, and programming. I also have a bar-tending license. So, whenever people start going on and on about what degrees they have in higher education, I hit them with that awesome little tidbit and it puts everyone in their place. Sort of. Okay, enough about me. Don't worry though, I'm hoping to get everyone on the team to post on here; artists and programmers.<br />
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Okay, now a little about Pug Puncher. It's a 2.5D action platformer being developed in Unity 3D. You the player (AKA Pug Puncher) must fight your way through lots of evil super-intelligent pugs to bring JUSTICE to the ruined city now run by the pugs.<br />
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There's a ton of humor in-game, from crazy one-liners while fighting to laugh out loud dialogue in our comic book panel cut scenes.<br />
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Combat is going to be fun and will involve a lot of punching, and hopefully some other stuff too. We'll have to see how much time we have.<br />
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Enemies include the basic warrior pug, the ninja pug, the samurai pug and the jet-pack pug. That last one was my idea. I thought it would be a funny way to get the pugs up to fist level.<br />
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Okay, that's enough for now. This post is starting to get kind of long.<br />
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Before I go, don't forget to follow @PugPuncher on Twitter and check out our Facebook page. You can follow me too if you like. I'm @GalacticGirlx2.<br />
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Peace out.<br />
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- This post was written by Eden, one of the programmers working on the Pug Puncher video game. <br />
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<br />Anonymoushttp://www.blogger.com/profile/06597691714140255857noreply@blogger.com1