Bumper Butts

Bumper Butts was so much fun to make. Perhaps it was the booty-licious visuals that kept me coding away, or perhaps simply the draw of a really exciting kart-racer? Either way, it’s hilarious, and I highly recommend funding this project.
 
 

Build Environment

This game was built in Unity 3D with the base vehicle framework but no external resources were permitted. There were no teams, and no ready-built cars or AI systems that would make polishing really feasible.

The idea was to be art light, but theme heavy. Since we were only given 2 weeks to complete it, it was focused on the scripting side of getting all the features to work together within a very physics reliant game.

How It Went

Dev

I would say it went really well actually. This was my first time getting to use an engine for the second time, up until this point we were always learning a new engine/language alongside whatever new game concept we were studying and applying through projects. This gave me a lot of insight and respect for game engine documentation and debugging tools.

I did struggle with the finer tuning of the AI (they actually have to turn their wheels to steer, so sometimes they get confused and drive backwards if it seems easier than turning all the way around) but at least in its present form that just adds to the charm.

I had a blast though with the powerups. The feeling of tweaking and debugging and finally understanding well enough to trace my errors and solve them without having to constantly stop and double check something or google something I’ve never seen before was liberating. It was the first time I just tossed on “The Office” and sat in my room for an entire weekend entertained by the slow methodical progress of making my ideas become a reality on screen.

Design

We were responsible for making sure to make the game memorable and exciting, and to find ways to separate our games from our peers’. Considering we were on a very strict time diet, this meant less about visual appeal and relied more heavily on theme and gameplay design choices. Some chose to make monster trucks with debris physics, others chose giant maps and high speeds like pod racing or F-Zero.

I chose BIG BUTTS, and FART ROCKETS. Because who doesn’t love a little but jokes once in a while? This lent itself well to the mechanics I had time to implement as well as I could expand the booty visually to provide a shielding effect from fart rockets, and a big powerful fart as a speed boost mechanic.