Instructions:

Time your w, a, s, d keys with the arrows on the screen in order to score points. More notes give a higher multiplier, but miss 3 and that's game over. Click Here to Play -> https://katiehellmann.github.io/buckingame/

Inspiration:

We were all collectively passionate about creating a rhythm-based game. The game stemmed from the idea that the player, who you'd expect to play as the rider, instead plays as the big raging mechanical bull. As a team, we wanted to have a game that incorporates funtionality similar to games such as "Guitar Hero", and "Dance Dance Revolution". We also liked the retro aesthetic of a recently developed rhythm known as "Friday Night Funkin."

What it does

You play as a mechanical bull in a retro country/western style bar. As the mechanical bull, your job is to throw off anyone who dares to ride you. As you play, notes fall and it's your job to coordinate the timing in order to increase your multiplier and gain more points. There are four columns of notes, each with a corresponding direction that you can move. The game runs and you accrue points as you go, but as soon as you miss three notes, you start to malfunction and can no longer move. Game Over!

Primary Game Mechanics

Bull

The player using WASD Controls the bull (left right up down) Last as long as you can and knock off the rider as many times as possible

How we built it

For out main game engine, we wanted to use unity. Katie had the most experience which made it a lot easier to learn and contribute to the game. We decided to try an openAI for our backround and the main sprite for the bull. Since it wasn't perfect, we fine-tuned the photos using the graphic editor app known as "Procreate". When it came to sound effects, most of the sound were recorded by a friend of ours. As for the music aspect, it was mostly generated by an AI called "Suno."

Challenges we ran into:

Art, As a small team of only three people, we found that it was incredibly difficult to find or create art that we could end up using for the game. The time that it would have taken to create a full background or sprite model would have eaten a huge chunk of our time, since we needed it to move onto further parts of the game. As a quick solution, we used openAI, then used procreate to fix the images that have small errors in them. This definitely saved us a huge chunk of time, which allowed us to make good progress.

Git Conflicts, It was a very tedious and time consuming process. We definitely spent a lot more time than we wanted trying to handle these conflicts. In the future, we definitely will adapt a better work practice in order to have the least conflicts as possible.

Inexperience,

With this being the first brickhack, or any hackathon for that matter, for 2/3 people on the team, it was definitely a blocker. With Katie being the most experienced with unity, she helped us through the learning curve for basic unity, which allowed all three of us to work on some part of the game, whether complex or not. If all three of us were well-versed in the field, we would have made further progress of our goals.

Accomplishments that we're proud of

Good work pace The first Game Jam for 2/3 of the team! Creative use of AI tools Got down a pretty good workflow with good communication Creating new Types of assets not made before Putting together numerous pieces across different people of varying experiences

What we learned

Learning various new tools and new ways to use previous tools when creating assets.

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