Thursday, October 2, 2025

Nay 50 Project: Outlaw Bar Bowling

My brother and I spent another day on our Nay50 Unity project. This time we only made one mini-game, but it was a lot more involved than the previous ones were. It was "created by" Hannah and Elfno.

This one's called Outlaw Bar Bowling, where you have to bowl for bottles of different drinks, and whichever ones you hit, you get to take with you into a drink mixing menu. When you mix drinks, you get different types of power-up balls with different abilities. We were very ambitious with this one, so we didn't actually finish all of these plans that we were hoping to. But we made quite a bit in the ~12 hours that we worked on it.

I started with the Unity project on the drink mixing menu. I created a drink script that first checks for the name of the object and checks which drink number it is based on that, so it can show or hide the drink, depending on if you got it or not. I really wanted to focus on optimizing here so this could be reused for all 5 drinks.

From there, I made something happen if you clicked the specific drink. I learned a bit about the new Unity input system for mouse clicks with this. Because this involves mixing 2 drinks, I checked if less than 2 drinks were selected, then you could continue to select them and it would show text under it to indicate which drink number it was. Otherwise, it brings up text that instructs you to mix them.

I also realized I needed some kind of Game Manager to make sure it could communicate between scenes and different objects. So I started with a manager for the scene, but then I ended up splitting it into 2 files in the end. The first is one that controls what happens when you click the mix button and which drink is shown. I had to make 10 different combinations of drinks and show results based on that.

At this point, the art was pretty rough and just shapes, but I was laying everything out on a canvas and where it would go.

Then I ended up splitting up my GameManager, like I mentioned. I needed a simple one that just tracks what the status of all of the booleans are. That way, it could move between scenes and save that data. I also had to dive into learning about persistence of game objects between scenes.

So with that, the whole drink mixing mechanics worked mechanically! I mainly had the art left for this scene.

I also made a simple script for transferring between scenes so we could reuse it later. I made a new 3D scene and used simple buttons to give you two of the drinks, then switch to the next scene. So this was able to work and all set up for the bowling part to be started!

During this time, my brother was working on 3D modeling the bowling scene. This included the lane, the "pins" (bottles), and the ball. So I gave the project to him for starting on programming the bowling part.

And in that time, I started to work on the labels for the drinks that he made, in Photoshop. I stayed pretty simple and just wrote the names of the drinks, added some colors/effects, and used some art I already had of all of the characters they were centered around. I haven't done a lot of work with drawing materials for 3D models, so it was fun to try it out.

I ended up making a few extra elements like adding Hannah to the drink mixing screen and Elfno to the bowling screen. My brother was working on the throwing mechanic, and it turned out to be a lot more complicated than we thought. So I started to help out and we were troubleshooting together. The main issue ended up being the transition to the new Unity input system and how little resources were out there to help with it. We finally got it to be thrown in 1 direction and not at a crazy high speed, but it still has a lot of work to do.

So after that, I started to import the final art assets I had been working on. This included the labels for all of the bottles and a skybox for the background.

I also added Elfno to the canvas for the bowling scene. I was thinking we could use that area for adding points of some kind down the line also. I made it a bit off-centered so it would give us more space to add parts to the UI.

Then I took screenshots of all of the bottles and erased their backgrounds so they could be used in the drink mixing menu. I also added my drawing of Hannah and background. Through this scene, I learned a lot about scaling for canvases, which is still a bit confusing at times.

So with that, that's as far as we got in the day of working on it! We realized this was a much bigger project so that we should probably scope down, especially on the 3D projects, because they involve a lot more physics and mechanics in the coding side of things. So I decided to revisit it the next day and look into some fixes. I did a lot of research to essentially redo the whole throwing mechanic. I also added a lot of features like adding points, making bottles disappear when you hit them (and turn the booleans on), and remove the ball when it reaches the end.

Originally my button to the next scene only worked once as well. I ended up completely redoing how it was set up because it seems like the Unity events may not be as reliable as hard coding the button presses. So I updated how they worked and it overall fixed the issue I was having. I'm still not a fan of using strings instead of objects for it, but I couldn't really find a better solution without using external packages for it. So that's how it'll be for the time being.

So overall, I spent about 4 more hours on this project after our original day to just fix it up and do some polish. I really wanted to fully make use of that drink mixing scene that I made, so I was determined to get this all working and turned into an actual game. So definitely our most ambitious game for this project so far, but I'm happy with how it turned out! 

Monday, September 15, 2025

Nay 50 Project: Dump Typing & Harrugh Ball

My brother and I started a fun little project inspired by UFO 50, which we're placeholder calling "Nay 50". The idea is that we came up with a bunch of mini game ideas (up to 50) about The Nays. We're also making them as if the characters themselves made them, which is adding a lot more flavor and personality to the presentation and contents of each game.

Because we're coming up with a large variety of gameplay styles, we decided this project would be best in Unity. Starting out, we're only spending about 4-6 hours on each game so we can get through more of them and mainly have quick prototypes done for this project. The first day of this project, we worked on 2 games.

Dump Typing 

The first game we worked on is currently called "Dump Typing". This game is "created by" Pigger and Boney, two of the leaders of the group of orphans. In this game, there are prompts related to the orphans (names and phrases) that pop up, and you must type the word(s) correctly to move the character Chila forward, when racing against Boney.

With this project, I focused on the programming, while my brother focused on the art. I started earlier by making our Unity project with GitHub so we could have version control and easily share it. I haven't really worked on many personal projects in Unity, and it's been a bit since I made a project that used C# (since my previous project at work used Visual Scripting), so it started out by remembering where things were and refreshing my knowledge. I also coded in VS Code rather than Microsoft Visual Studio for the first time with Unity, and I can say that I definitely prefer it overall.

Even though the art in this one is 3D, we made a 2D scene and used 2D exported sprites. I started with the typing mechanic. I hadn't used player inputs by typing before in Unity, so I researched that a bit and used an input field. It looked a little different layout-wise when I was initially testing, compared to the screenshot below, but this is how the final UI layout looks now.

From there, I made a function that changes the text that you must type, depending on a variable. After you press Enter, it checks if you matched the text, switches to the next one.

I set up a timer and sound effects for if the text was correct. I was glad that changing the color and text itself was only 1 line of code each!

Then I set up the movement code. Because Boney moves automatically and Chila only moves when you type the correct prompt, I made separate movement scripts for each of them. This meant also setting up some code to make them stop moving if one of them has reached the end.

While I was writing all of this code, my brother was 3D modeling the characters and background. He exported them out as 2D spritesheets and implemented the animations in Unity. I replaced my placeholder shapes with his final art in Unity and restructured how the whole screen was set up based on that.

And with that, we wrapped up the Dump Typing game! It still has a few areas we'd like to update and fix up, but overall, we spent about 5 hours on the game. So I'm happy with how much we got done in that time. 

Harrugh Ball

The second game is currently called "Harrugh Ball". It's a little dodgeball game that takes place in the desert. This was "created by" Subeebia and Baw, and the idea is that it'll be the Little Kids against monkeys. We only got to making 2 of the players facing against each other for now though.

In this project, I focused on the art while he focused on the programming I started by sketching out a basic layout for the scene in Photoshop. Starting with a sketch to get down the placement and size of the characters. We weren't planning to have a camera that moves, so focusing on getting everything in the 1920x1080 space was how I scaled it out.

Then I started with the background so he could figure out the collisions and space for the mechanics while programming. I made a bunch of different layers so we could do some parallaxing with some of the elements in the foreground or background.

After handing those over, I moved on to drawing the characters. I wanted to have multiple poses like idle, walking, and throwing, but I didn't want to spend too much time drawing a lot of different poses for this little project. So I decided to draw each part on different layers and basically rig the movements to make it faster. I started with the player character, Subeebia.

Then I was going to animate the character in a software called Spriter Pro, but I hadn't used it before and wasn't really sure where to get started because their tutorials were fairly sparse.

I decided to just use something I was a bit more familiar with instead: Adobe Animate. I started with Subeebia's animations and basically imported each part as its own layer, and then motion tweened them to make subtle movements. With Unity, I could have a lot of layers without needing to worry about frames as much. So I started with the throw animation.

I tried out using scenes so I could reuse the same symbols for multiple different animations. It worked out really well. I just ended up having to re-export since it did export all of the scenes rather than one at a time like I was hoping. I also updated the export settings for including transparency, since that didn't work initially at first.

Then I repeated those steps for Baw and eventually had 3 animations done for each character. My brother imported the animations into the game as well.

While I was working on the art, he got player movement down and then also mechanics to pick up the dodge balls that appear in random positions and throwing them. So the basics are there! I was doing some extra art like for the dodge balls, finding music and sound effects, a font, and some other visuals while he was working on this.

So that was it for this Harrugh Ball game! This one was a bit bigger than the previous one, so it took closer to 6 hours for us to put together, but it was all done in 1 night. So I'm happy with where we ended up here too!

And that's it for these first 2 games that we made! I really enjoyed this project, so I'm looking forward to making more of these. We planned about 30-40 mini game ideas. I'm not sure how many we'll get through, and they definitely aren't as in-depth as what you'd see in UFO 50, but it's a fun side project that's been a lot of fun to work on.

Friday, August 15, 2025

CUPdate 84: Mr Marcus World Event

It had been awhile since we did a drawing activity, so my brother and I decided to bring back the Return to Mr Marcus World activity a couple of weeks ago day. This activity always involves a variety of art projects and it really gets us thinking creatively on a variety of mini-projects revolving around our characters.

The first one we did was draw over Steam screenshots that we had to include our characters in them and as close to the style of the game as we could. I drew Gair and Lonny in Afterlove EP, and then Piko, Lonny, and Urom in Goodbye Volcano High. We kept most of the background and just drew characters over it.

Then we drew the base of our characters, and swapped for the other person to draw a different character's clothes over top. The base characters I drew were Zandra and Lee, and my brother drew JrTr and Yaro's clothes over them.


He drew the base for JrTr and Yaro, and then I drew the clothes of Zandra and Lee over them. 

Then we did probably my favorite activity of the day, which was drawing game design levels on paper! We created a level that the characters would be in and it would be something that they'd enjoy based on their favorite games. Then we presented them and talked about them. First was Grenna's level, which was an RPG about Black Fortress, and based on our old RPG Maker 95 game, Cypriss the Elf.

Then Pubby's level was a 2D platformer with endless runner aspects (until reaching the boss). It was heavily inspired by Sonic levels, and based in Neo Obelisque City, which is where he hangs out with his friend Lonny.

So I had a lot of fun with this activity! We tried to think outside the box for more different activities than we usually do, since this is our 6th time doing this activity. It's always fun to do these creative little activities about our characters!

Friday, July 25, 2025

CUPdate 83: Writing Eventures in The Nays

It's been awhile since I last got really deeply into working on The Nays, but it finally happened! So I have a lot of progress to share on The Nays this time for the CUPdate.

I started by writing the SN World Eventure with my brother. We finally found a day that we were both free, so we wrote that Eventure together in one day. 

So after that, we were inspired to continue a project from ~5 years ago where we drew The Nays in the style of Shonen Jump manga panels. So I did a few of those.

During this time, I was also playing Deltarune and replaying Undertale. So all of these combined is what really brought my inspiration back and got me in the mood for working on The Nays again. So the next thing I did was wrote a new Eventure on my own! It's been awhile since I did that. January 2024 to be exact. So this is part of why I've been feeling burnt out, since I really haven't been taking time to write and work on my project. So it felt great to just sit down and write an Eventure. I wrote the Forbidden Beddy Bye World Eventure, which was pretty short, but had some cool new moments that I made up on the spot.

It led me into a whole string of Eventures that I wanted to revisit. There were a few plot points I was considering connecting to Aiml World, so I decided to revisit the Aiml World Eventure. I wrote that Eventure last in 2018, so I figured I could refresh it a bit and flesh it out more. So I decided to completely rewrite all of the parts with just the M Nays so it could include more depth.

After that, I was inspired to draw a NAD for one of the new characters, Mesay. She's Skine's sister. I started with a sketch of her, but then decided to turn it into a full-body drawing as her NAD drawing. I also experimented with keeping the lineart a bit loose and trying to do a faster coloring/shading style. It didn't speed things up a lot, but maybe a little bit.

Then I decided to draw more sketches relating to the Eventures I was writing. I also planned to rewrite the Muko Inc. Delivery Eventure because it's related to all of this. So I did some sketches of some story moments.

So to say the least, I finally found my inspiration and I'm having so much fun working on The Nays again! Starting is always the hardest part, and my exhaustion and lack of motivation is what really held me back. Now that I've started though, it's hard to stop. When I start writing Eventures and planning story moments in The Nays, it's really addicting. It feels great and I've really missed this since it's been almost 2 years since I experienced inspiration this deep. I'm happy that I'm finally recovering from my burnout (for now) it seems!