My Little bunny

Engine : Custom Engine

Language: C++

Development Time : 10 month

Team name: Honey Bread

Genre : Survival puzzle platform adventure

High Concept : 2D, Escape the plant

Summary

   My Little Bunny is an action platformed game where you take the role of a brave little bunny trying to protect her galaxy against evil energy sucking seed. Each level is composed of a certain number of rounds and each round a set number of enemies spawn. 
    The enemies will fly to a randomly selected planet and start stealing its energyIt is up to you to kick of the enemies before they destroy too many planets. To help you with this quest you can use your trusty spacecraft to fly between space stations and use your mysterious powers to clear out planets at a time thanks to your mighty strength.

Beta

Character

First of all, we modify our Bunny which is our main character, Because players were not good at distinguish with planet and bunny. So we decide some change kind of main character color and bunny wear the space suit.

Particle Effect

Actually, I sent a lot of time in Particle. We had so many bugs in particle. For example, we cannot set the particle more than one. So we separate the particle system using emitter. So now we can multi setting.

And we made some different tail particle and apply into bunny tail type particle. If you want, It also can change dynamically the color, scale and type. As you can see, we apply so many particles into our game

In Menu

For game pad user we added Game pad information in Menu. If you control keyboard, you can see the keyboard information! Added the sign in start planet and the texture has active animation when it collides with the bunny.

Level Design

Made level 4 designed of game and added the clusters

Win & Lose

I changed some particle in win lose condition

Music

Find and apply all of our game music which is each level background, flying to another planet, jumping credit, win/lose condition, story and video

Alpha

Character

We have attack with bunny punch, unfortunately, bunny have very short arm so people didn't satisfied with that attack. So we Added Special Mode in bunny when player kill the enemy then player can fill the gauge bar, if the gauge bar full, they can change character and use skill whenever they want  during 5 second.  Additionally, if character take a carrot ship can fly to the sky in special mode

Optimization

< Basic Planet>

< Basic Particle>

Actually, I sent a lot of time in Particle. We had so many bugs in particle. For example, we cannot set the particle more than one. So we separate the particle system using emitter. So now we can multi setting. And there are 4 different type of planet and 4 different state of planet in one sprite sheet.  It will be animation and make us easy to control if they want to change the planet in the project.

In Menu

Added other key input to start the game in the menu stage. And the sign in start planet and the texture has active animation when it collides with the bunny.

Level Design

Make wave alarm right after the game starts.

Added the HP bar of planets and changed the color

of planets and added the HP bar for each planet.

Made 3 levels of game and added the clusters.

Win & Lose

I changed some particle in win lose condition

Music

Find and apply the music for each level, flying to another planet, or jumping etc.

Prototype

Character

As you can see, one of the first tasks in designing art was coming up with a list of several objects and their uses within the game world. Over several weeks of building up a list, it was time to start removing those objects that didn’t seem to stand out amongst the others. Eventually, it was time to implement them into actual designs on paper and soon afterwards on the computer. Over the course of two months, I had not only designed first levels but also created main character and objects

Planets

< Fire Planet >

< Dig Planet >

EngineProof

Character

First of all, one of the most important things is mathematics, I spend a lot of time to read mathematics books. For our game engine, graphics should be draw anythings. So I worked on core mechanic graphic which will draw a triangle and rectangle in screen using openGL.

Vertex Shader

The vertex shader is one of the shaders that are programmable by people like us. Modern OpenGL requires that we at least set up a vertex and fragment shader if we want to do some rendering so we will briefly introduce shaders and configure two very simple shaders for drawing our first triangle

Fragment Shader

The fragment shader is all about calculating the color output of your pixels. Making shader is used to set the color, now we can set the color in game using our shader. whenever we want, we can control our color very easily

Texture

What artists and programmers generally prefer is to use a texture.

So, I’m working on load texture to use our image. So it can be helpful for our engine to draw character. now we can load texture that our main character and so on.

© 2019 By Wonjae Jung