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Bucket Crusher is a famous game published by voodo. This game was assigned as a task by Kafi Vai

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mengmajun/Bucket-Crusher-Unity

 
 

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Bucket Crusher Created with Unity

Project Information

  • Assigned as a Task
  • Unity Version: 2022.1.15f1
  • Start Date: 04.09.2022
  • Duration: 7 Days (7*24 Hours)

Project Dependency

  • RootMotion FinalIK (You can buy the FinalIK From Here and Support the Dev: https://assetstore.unity.com/packages/tools/animation/final-ik-14290)
    But Dont Worry. I have added a custom script in the _Scripts/InverseKinematics Folder so that you can use the IK.
  • If you have FinalIK Use the Scene "PlayScene"
  • If you want to use my custom IK Use The Scene "IKPlayScene"

Development Timeline

Day 1 (04.09.2022)

Played the game for about half an hour. I think they have used voxel system for the cubes and Inverse Kinematics for the Crusher Body. I would like to focus on these issues first.

  • Generate Voxel System
  • Inverse Kinematics for Crusher
  • Created the crane base and Map base

Day 2 (05.09.2022)

Yesterday the IK was added with Final IK asset. The Final IK seems to be an advanced asset and I feel like the games IK system can be more simpler one with limited complexity. So today I decided to work on a simpler IK from scratch.

  • Added Gameplay UI System
  • Observer Pattern in action along with Singleton Pattern
  • Score system initiated. Score Display Works -> On Next: Score Coin Instantiator

Overall Basic Gameplay Skeleton is ready and now the game reacts for voxel system on spike. The Crane Follows Spike with IK System. Voxel cubes generates money once they are destroyed

Challenge Arised : [Academic] POL101 Final Policy Brief Deadline within 72 Hours.

Day 3 (07.09.2022)

Resumed working on the game after one day break in between. Today I have planned to work on bringing the game to next step

  • Spike/Player Traversal limited within radius
  • Worked on UI System [Progress Bar, Gas Bar, Game Over System]
  • Floating Joystick Control
  • Slightly tried the Physics Based interaction

Primarily, for the next updates the idea is to make coupled component decoupled. The current implementation of singleton arises coupling issue for scalable projects. Will change the Singletons with Scriptable Objects.

Version Change Log

The Unity 2021.3.9f1 LTS was facing engine bugs. The Script and editor pipeline was not synced properly along with showing weird bugs like GameObject has been destroyed while those objects were intact on the scene. Had to upgrade to 2022.x.x to avoid any further issues.

Day 4 (08.09.2022)

  • Player Pivot Updated
  • UI Mechanics Furnished

Day 5 (09.09.2022)

  • Player Movement Script Updated with Clamped System
  • Camera Follow System Integrated
  • Added Strength Collision system to Spike
  • Shifted Triggers under parent
  • Added Scriptable Singleton System
  • Introduced PlayerPrefs, PreferenceSingleton and Audio Manager

Day 6 (10.09.2022)

  • Worked on Character Control a bit more
  • IK System had to be reoriented
  • Collision Physics Integrated for Variable Strength System
  • Coin Instantiation process initiated. Integrated Unity Object Pooling Mechanics
  • Gameplay UI Furnished

I was highly interested to implement the new Unity DOTS Physics mechanics for the voxel cubes. But as the task is near deadline not going to stretch to that end.

Day 7(11.09.2022)

  • Upgradation System and UI
  • PlayerPrefs Introduced
  • Settings and Gameplay UI Reworked
  • Added Audio
  • Preloader Scene

Final Developer Note

Initially I had a plan of using unity DOTS Physics but later decided to stick with Rigidbodies. The character movement system might need a bit more work to be better. I think the collision has physics has a good scope of improvement to feel like more fluid. But this stage is also kinda Fun. Overall I have implemented known and new mechanics and I am happy its done finally.

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Bucket Crusher is a famous game published by voodo. This game was assigned as a task by Kafi Vai

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