Nacho's Scavenger Hunt - Game Trailer and Team Video
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Nacho's Scavenger Hunt - Game Trailer and Team Video
We have a trailer! Come check it out!
Nacho's Scavenger Hunt - Development #5
Levels for the page was updated. more fleshed out. Some of our UI menus changed. We got rid of our save & load system due to the small amount of levels but we want to add it in the future.
Nacho's Scavenger Hunt - Development #4
The entire environment map is finished as well as all the levels for Nacho's Scavenger Hunt. We have an itch.io page here:
A puzzle platformer where a dog helps the elderly!
Nacho's Scavenger Hunt - Development #3
More of the environment map was created. We also revamped our inventory/objective system.
Before:
After:
Nacho's sprite also changed to a simpler design as well as the items and bones.
Nacho's Scavenger Hunt - Development #2
For the next milestone, we started revising some UI as seen below:
Along with that, the creation of the nursing home environment began. At first we wanted to do 5 but with the amount of work to be done, we lowered it to 3.
Nacho's Scavenger Hunt - Development #1
Despite changing the name, I implemented an AI system and made hazards for the game.
As shown in the video, AI can follow Nacho when he gets close enough and they can patrol around the area too. For the hazards, when Nacho gets in the area, he's sucked in and "distracted". We don't have a animation for that yet.
Marketing Assets
I made some of the assets used in our game’s marketing.
Tiling background
This uses an edited version of the bone sprite. It’s relatively small and looks better displayed on a webpage.
Game icon
Icon for our game’s itch.io page, as well as any related sites.
It looks kinda weird when scaled up due to being intended for display at sizes 300x300 and smaller.
Video segment
My segment of the video starts at 3:28 and gives a brief overview of what I did.
Itch.io page design and layout
It’s a very minor thing due to not requiring any html or css editing, but I made the page consistent with existing marketing art.
I also drew up a very quick banner in Clip Studio Paint.
People Updates
As with everything, the people needed an update.
Taliah provided me with images of some of the existing elderly people, and I selected 5 to be remade in the new version of their sprites.
I edited some parts of the old sprite and remade other parts as needed.
I also took this chance to add a sad state and a cheering state.
Old version
The elderly were intended to only appear in this specific chair, so things got weird whenever they were removed from the chair.
This was left blank for easy recoloring.
Designs used
New version
The guy in the chair had to be put on a separate spritesheet to prevent issues later on.
I also made the colors more vibrant because I wasn’t making this sprite able to be recolored in order to keep things easier to work with.
In Game UI
I helped Taliah redesign the in game UI with my graphic design skills.
Initial design
The original took up too much screen space and needed some prettying up, so we came up with a more appealing and space efficient design.
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Design comments
Initially, I wanted to try keeping the original layout of the design as much as possible, just making it smaller so it took up less screen space. This ended up being hard to work with, and I remembered the bottom half of the screen isn’t looked at as much as the top and sides in this game, making it prime real estate for menus.
This lead my to my second suggestion, putting the HUD at the bottom of the screen. This ended up being a very rough and early version of what we eventually went with.
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Second design
After seeing that, Taliah got to work and made an in game version of the UI to see how well it worked. I was worried that such a big change wouldn’t be feasible this late in development, but thankfully I was proven wrong. It was a good base to build off of, and made future versions possible. I took this screenshot and drew over it to explain the changes I had in mind for it.
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Design comments 2
A typed out version of my notes on the image:
Box StuffÂ
add borders to all boxes  Â
keep margins (as well as outlines, fill colors, etc) consistent across both sides
color code checks and x's, I rec blue and redÂ
have clear divider between bag and objectivesÂ
have portrait, item, and check boxes connected to each other with borders betweenÂ
Text StuffÂ
replace objectives with task or tasks, fewer letters and no abbreviation needed Â
unsquish the text
I was able to get the room for the bone box by resizing the text (and shuffling things around a lil)
ColorsÂ
main dividers and text- 0b213aÂ
box outlines- 23747eÂ
main interface- 47a99aÂ
inside boxes- b0f3e9Â
empty boxes- 89ada7Â
x- c10020Â
check- 16cdffÂ
and pure white as needed(should be used sparingly, mainly to outline things that change
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Third design
The suggested changes resulted in the third in-game version of the UI.Â
We decided it would be easier if I just directly edited the file, so the package was handed off to me and I got to work on the fourth iteration.
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Fourth design
This is the version seen in game.Â
I made the colors consistent, fixed the squished text, created indicators for if an item was obtained or not, and make things more consistent.
Dog Art Updates
Puppet changes and animation!
Nacho’s puppet was in need of some polishing to better fit the style of the items, and also to change the back leg to be cuter and less skinny. I also took this chance to fix a bunch of tangents the original puppet had on it, as well as fix the alignment of some parts to make them easier to animate properly. Some pieces of the puppet just needed minor tweaks, while other parts had to be completely remade due to editing them being a bigger hassle than creating them fresh. I also rounded off most of the corners to give a softer and friendlier appearance.
Before
After
Due to how much the puppet was changed, I had to remake the animations.
I also wanted to remake them because the originals felt very slow and laggy in game, making the character feel “sticky” to control.
I ended up going with a much more limited frame rate than before so I could have greater control over the animation and avoid having to tweak stuff so much. I’d animated things earlier by tweening them in Adobe Animate, but due to the software’s many issues and buggy parenting, I ended up having to manually edit many of the inbetween frames instead of just being able to focus on the keyframes. In this new version, I completely avoided doing inbetweens and focused on posing the keyframes. This kept the amount of frames I’d have to manage in the Unity import down, preventing me from having massive sprite sheets for each action. Before, I’d had a single sprite sheet with 30+ images for a single action. After, I was able to fit all actions onto the same spritesheet. This did come at a cost, the animation was a lot more limited, especially since I couldn’t transform the final pngs in Unity like I’d be able to in any image editing or animation program. It did have the benefit of making transitions between different animations less jarring than before. The most noteworthy improvement was how it allowed me to make the crawl animations not look creepy like they did before, as well as make the jump animation feel snappy. Remaking the animations also made it easy to fix the cutting errors that happened with the originals due to the sheer amount of them I had to work with.
The old dog was animated at 30 fps, the new dog is animated at 12 fps.
Old animations:Â https://digdogdev.tumblr.com/post/633708745112862720/character-art-update
New animations (note: these were rendered outside of Unity, so they feature some squash and stretch not present in the Unity versions)
Old spritesheet (note: this is just the walkcycle)
New spritesheet (note: this is all animations)
I also made sure to set up the animation controller in Unity, with conditions for each state change, in hopes of making it easier for Taliah to implement. I had to think for a bit and watch some tutorials to figure this out due to how many animations needed to be implemented.
Notes on the animation controller:Â
ParametersÂ
playerSpeed is an int for tracking if the player's moving. anything over .01 will change to a walk animation, any under .01 will change to an idle animationÂ
isJump is a bool that checks if the player is jumping or not. I currently have it set that the player can't jump while distracted since there's no distracted animation for jumping, please let me know if I should make oneÂ
isDistract is a bool that checks if the player is distracted by the food or notÂ
isCrouch is a bool that checks if the player is crouching or notÂ
cheer is a bool that checks if the dog is celebrating anything, this should only be true when the dog delivers something or finishes a levelÂ
isListen is a bool that checks if the dog is listening to people. this should only be true if the dog is receiving a quest
all transitions should NOT have exit timeÂ
under settings, transition duration should always be 0
Item Art Updates
More item art!
I remade the original pickup items to match the style of the other interactable items, Nacho the dog and the elderly. I used many of the same techniques and reused the flat colors from their original designs, but with some slight modifications.
I used gradients in some areas to spice up the flat appearance, and also used it to add the shines to glossy items. Unlike before, I didn’t sketch these ones out and just went in with the shape builder tool. I used a transparent placeholder color while making these and colored them all at the same time, that way I could keep colors mostly consistent across them. I avoided using pure white because I wanted to reserve that for Nacho, settling for a cream color instead. It also lended well to the warmer tone I wanted the pickup items to have. I’m pretty sure the blanket got cut from the finished game since it confused so many people, a lot of people thought it was the inhaler due to similar color scheme and shape.
If I redid these, I’d make sure they’re all the same aspect ratio to keep them from getting warped when placed into inventory squares.
I also remade the dinosaur bones due to how overdetailed and pointy the old ones were. I settled on a more traditional bone shape instead of having three different designs, that way they would be more clear to the player.
Bones will be hidden throughout all levels, collecting all the bones will allow players to see a dino.
I also chose an offwhite color for these.
After that, I made some starbursts that were intended to appear behind all pickup items in game. I forgot to implement this, so they remained unused.
They’re pure white, so you’ll need to open them in a new tab to view them.
I was planning on making a shader to add an outline to all objects and characters, but I couldn’t find a simple way to do it and the ways I found looked like they would probably cause performance issues due to duplicating the sprites so many times, and being recommended for games with pixel sprites.
Later on, I made some clouds for the items the elderly want to appear in, that way it’s more clear.
These are also white, so you’ll need to open them in a new tab.
BC Type 6
Bosca Ceoil(BC) type 5
BC type 4
Level End
Credits (Currently)
UI work 1