As previously mentioned, the Cluck Yegger portion of SpaceVenture has been planned since the beginning. In the beginning however, we didn’t have a clear idea of how we were going to make this sequence fun. We ended up deciding on a Five Nights At Freddy’s style game play parody because the game mechanics seemed to work well with what we hoped to accomplish with the Cluck Yegger sequence. Not to mention, what would a Two Guys From Andromeda game be without parodies! 🙂
With various team members being tied up, and Scott having to deal with some major personal set backs, Mark and I decided to tackle design, programming, and artwork between the two of us. We were able to put a prototype together within a week that had four rooms and some mutant chickens(actually the Chickens were generic objects) that could move between scenes. Perhaps in a later post, I’ll publish the prototype out for everyone to have a look at. It wasn’t much, but will show how far things have come at least.
The decision was eventually made that there would be two locations that the player could monitor, the BFC Facilities, and Cluck’s ship. Originally, we wanted to allow Cluck to actually be able to travel from the Cockpit of Cluck’s ship, then outside and enter the BFC Facilities, but after awhile we decided not to go that route due to the amount of time and coding it was going to take. That feature ultimately wasn’t going to add much more to the game, considering we could potentially achieve the same results using cameras.
After mapping out what each scene would be, and how they were all connected, I had to begin writing the code for the Chicken AI. I had a basic Chicken AI script written that I had created for the prototype, but at that time, I didn’t know what all the scenes would be. Eventually, we sat down talked about the paths each Chicken would take throughout the game. Mark created a flow chart that we could use to keep things straight. I rewrote all the Chicken AI code based on the flow chart you see below.

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