August 2014 Game Jam - Barnyard Blaster


Great Scotts! I have just managed to come online again after a few days of downtime and the entries piling up here look amazing!


Probably a bad question, but I don’t want to be disqualified.

Competition Rule: You may use other assets you own/license (including non Bitgem assets).

If I stumbled upon some music I think would complement the game and I give credit to the author, may I use it? It’s a non-commercial, give credit to author license.

I just wasn’t sure if it had to be original work that was licensed.


  • Jon


Well, I managed to squeeze some more time in today. I’m knackered and have so much else to get done but I’m having too much fun with this at the moment. :smiley:

I’m far from finished but I got a lot of optimisation done today and also got some basic AI in and enough game logic that you can actually play a match to completion now. New video of a quick one, which I just about managed to win. The earlier AI was impossible to beat and I’m still trying to make it more believable and fun to play against but at least there is something in place now.


Nice game. Love the cartoon particle effects.

Are you using a blur or glow effect on the camera to give that nice background effect?

I’m trying to use a similar effect, but can’t find a solution for unity3d free version.


Thanks! :smiley: Its always nice when you reach that stage where everything has come together well enough that you have to keep reminding yourself you’re supposed to be developing and not just play testing. :stuck_out_tongue: The particles took quite a bit of experimentation to get something I’m mostly happy with so I’m really glad to hear that it isn’t just my taste they appeal to!

I am using bloom, I’m afraid, which I don’t think there is really a way of achieving in the free version of Unity (not strictly true, but the only implementations I’ve seen of it have been VERY slow to the point of being unusable). I’m also using some ground level fog which combines with the bloom nicely to give that background effect.


That game is looking awesome ^^


We can’t really give advice on licensing but based on the CC terms on that item you should be fine, but I’d recommend contacting the author just to be sure.


Hi! I have just registered on the new community (I thought I had already done it some weeks ago). I’m working on a little endless runner-physics style game for this jam.

My computer isn’t powerful enough to record videos while playing so I think I will post a Unity Web Player link this weekend to show my WIP.

I will post some screenshots as soon as I can ^^


I’ve been working on AI a little more and on wrapping up the whole game with a state manager and the starts of a main menu so that I can get a “finished” game together and know that everything that HAS to be done is done and then just be able to work on polish and adding new bits.

I thought I’d start trying to make use of my web hosting and get an initial web build together. Still a bunch of stuff I want to get done but here you go!

To get through the splashscreen/main menu placeholder you’ll have to push “enter” a few times with the 3rd time sliding the HUD into view and the match will then start immediately (“3, 2, 1, GO!” countdown hasn’t been added yet! :stuck_out_tongue: ). W, A, S + D to move and space to shoot. I found I was getting hammered by the AI for a while but I’ve gotten quite good at it now and have found it more fun with each match. Still lots of room to improve though. :smiley:

I’ll be keeping that link updated with each new build but will post here to keep a WIP going and to let you know when there is something new to try.

Also, thanks again for the encouragement! :smile:


I decided to take a swing at this too. I’m making a horde-mode action game where the player defends a farm from waves of wolves. I’ve cast the cat as the player character, and rather than get its own paws dirty it deals with the wolves by launching the other animals at them to do the fighting.

It seemed like a cat sort of thing to do.

Most of what I’ve done so far is scripting. I have the major game systems working but I’ve only just started on laying out the playing field.

I’m calling it “Livestock Launcher”. =D


Few thoughts:

  1. Great looking exhaust animation and sound.
  2. Any defense items or abilities?
  3. Power-ups?
  4. Shoot animation and when the character “jumps” is pretty sweet.
  5. Interesting title.
  6. Art and visuals look great, especially the bloom effect.


Thanks for giving it a try and the nice comments! :smiley:

The title is a fairly bad pun, I’ll admit, but CanTANKerous Critters suggests both that there are animals who would likely end up in a scrap and, also, tanks. So a weak play on words maybe, but it gets the job done. :laughing:

I am definitely wanting to get some power-ups in there (such as quicker movement/rate of fire, shield, etc.) as the gameplay is a bit “shallow” without them at the moment. I’m also trying adding turret rotation with the mouse to see how it plays. Not full rotation, probably around 15-20 degrees either way. Full rotation I think would take too much incentive away from movement/full tank rotation and, also, with the way the mesh is created, there are a couple of cable/tube sections that go a little crazy with bigger rotations. Power-ups would also give the AI something different to chase and should hopefully help to stop matches becoming so compressed and over so quickly as a result.

Definitely plenty of areas to add to and improve on once I’ve gotten the shell of the game wrapped up, so thanks again for the feedback!

[Edit: Missed a word!]


Looking good so far and certainly a more imaginative use of the assets than I’ve gone for. Almost some kind of real-time farmyard Pokemon. “Generic Pig #3, I choose you!” Looking forward to seeing it in action. :smiley:


Work In Progress:

To Move:
W, A, S, D

To Shoot:
Aim with the mouse and click to shoot.

Rotates the tank in the direction you want to go.

The cubes to the left are power-ups. Each doing something different. Just run them over to grab them.

The wolves in front of the cubes can be shot or run over.


Speed, Explosive Shot, Rapid Fire, and Mega Tank (makes it easier to run over wolves).

Also, the game is about protecting the farm. Wolves will come in waves attacking the fence surrounding the animals. Once a fence is knocked over, your toast.

Please let me know what you think!



Here’s my first WIP demo:

Controls are:

  • SPACE: Jump
  • Mouse: Aim and Shoot
  • Q: Fire bomb

The game needs a lot more of work, right now there are some issues such as horrible performance, chunks not resetting, no enemies, infinite bombs etc.

Here’s the link:

Webplayer demo

And of course, the name is not final! :stuck_out_tongue:


The particles and sound effects are great, particularly for the power ups. The control method (pushing only one of W, A, S, D at a time and then pushing Space to actually face that direction) I don’t think I’ve ever used before and it took a little while to get used to but it did get easier after awhile. Looking forward to playing it again with some enemies running around! :slight_smile:


Looking really promising. There are obvious small things that I’m sure are already in your plans and just haven’t been done at this early stage (such as the tank conforming to the terrain) but an endless runner type game with physics based destruction all the way through could be really good fun. Nice work so far. :smiley:


Yes, terrain hugging is almost done. I have to smooth it a little, because right now is a little rough and produces some shakiness.

By the way, your game looks absolutely amazing! :smile:


A lot of awesome looking projects so far :slight_smile:

We’ve been doing a bit on the side as well for this jam, mostly on player physics and today with some menu UI (first time testing uGui :smiley: ) . This following week will be more oriented on reworking levels, art, sound and UI aesthetics (real HUD).

Here’s a webplayer build of current WIP:

Since you can’t change the resolution within the game as a web player the resolution displayed will just be the game’s current resolution. Currently full screen will take place on your first monitor so a bit of warning. Highly suggest mouse and keyboard.

Key binds
Movement: WASD
Jump: Space
Fire Hook: Left Mouse Button
Throw: F
Restart Level: L

These keys listed above can be modified ingame.
Some debug bindings are 0-6, lets you quick load other levels, incase you wanted to retry a level.


@Also Thanks!

@ogam Very nice! The grappling hook is really good fun to use and the movement generally feels “right”. The UI is looking quite nice as well. Its been my first time using it as well and, after the initial learning curve, it appears to be very nice to use, especially when combined with mecanim.

Well, new build up for me. Splashscreen and main menu (very simple, but functional) in place. After playing with it for a while, I have gone ahead with (limited) mouse controlled aiming and it definitely makes things more enjoyable. I’ve realised that for some reason the tank tracks left in the mud don’t show up in my recorded videos but are fine when actually playing them game…odd…

On a side note, if I’m posting too frequently for anyone then sorry and please say and I’ll cut it back a bit. I’m certainly not intentionally spamming but I just got some kind of automated warning about the percentage of my posts in this thread. :stuck_out_tongue: