Bunny Cube post mortem

Posted by (twitter: @terrawah)
April 25th, 2012 2:15 am


What went right:

Making graphics in Unity

I had found out through the GDC pirate kart that it was actually a lot quicker for me to make 3d graphics using Unity’s in built planes and cubes than it is to import everything in from blender. And it’s so much easier to tweak things and make sure everything looks nice together when I never have to leave the editor! I’m really glad I decided to do it this way, I was able to add a lot of stuff really early on without much repercussion and that really helped  give me some direction, too.


I’ve had a heap of programming practice since my last entry, and it really helped. It’s still a jam game, but it was definitely the quickest I’ve been able to get something up and running. The dialogue, which is something I usually have a lot of trouble with, went really smoothly too (another thing that the pirate kart helped with).

What went wrong:

Put stuff in before I knew if I needed it

I wasted so much time doing useless crap that I didn’t actually end up needing! If you look at the source code you’ll see that I was trying to make some objects ‘pushable’. AUGH, that was so frustrating and I wasted so much time. I originally thought I was going to make a puzzle game set on a cube, where you push things around on one side and it effected the opposite side. Didn’t work out so well. The first time I wrote the player movement code (and I re-wrote it maybe 3 or 4 times) it made it really difficult to push things around accurately. Eventually I managed to just constrain everything to a grid and then things worked well… until I realized that the player could push blocks into walls. I fixed that, and then after worrying that players would accidentally put the level into an unwinnable state by pushing a block next to a wall I spent another obscenely long period of time trying to add in a tile that the player could walk over, but couldn’t push blocks over. By then I realized that my original puzzle idea just wasn’t very elegant and I wouldn’t have enough room for puzzles on each stage with all the crap I had to add in to make it even playable. That’s when I started adding graphics so I could clear my mind a little, and then I got the idea about animals.

Sound, again

I still don’t understand how music works. I’m sorry my games sound awful.

Forgot to blog

I kind of neglected my ludum dare blog this time around, but it seems the community ranking has been removed anyway. I still feel bad. There were a lot of things I could have posted but I didn’t. I hope this post mortem makes up for it 😀


Anyway, if anyone is interested in playing, you can have a go here:


2 Responses to “Bunny Cube post mortem”

  1. dr_soda says:

    The one problem with Unity’s planes is that they have a ridiculously high number of verts. If you only need a 4 vert plane for a pixel billboard, you’re totally screwed in terms of efficiency. At that point you have to write your own custom editor script to generate a simple 4 vert plane, and give it a texture yourself.

    But other than that, for simple box art concepts, it’s really about the most you need.

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