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Author Topic: Another Home-Brew game post - VOA!  (Read 4322 times)

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eds1275

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Another Home-Brew game post - VOA!
« on: July 03, 2013, 08:25:10 am »
Well, I've been working on it for a while now and things are starting to happen. In the past few weeks my game has been working - you can do stuff. But before I talk about that, I'll go over what I'm doing and what I hope to accomplish with this.

GAME DESIGN

I wanted to make an arcade style game, and came up with a few themes to keep me on board with that.

  • Easy to play, hard to master
  • Fun and suitable for all ages
  • Relatively original, not a clone or remake
  • Within my skill level as an artist and programmer

That's a pretty tall order and I admit it was a bit ambitious. The first thing I needed was an idea... and the first reasonable idea I came up with was based upon my wife. She took a veterinary office assistant course, called VOA for short. Of course, calling customers, interacting with patients, doing paperwork does not sound fun at all... so how about running around a veterinary hospital trying to catch escaping puppies? Avoiding other staff, customers, and various objects. That sounds arcadey.

I needed a platform that would jump-start my idea. I decided on Unity after comparing it to SunBurn. Gamemaker was too basic, and I have already built a game on that engine (I'll put that one up for download in a few weeks!)

After messing about with Javascript, I scrapped all my code and started working in C#. I dunno if it's easier, but I understand it more.

THE TOOLS

Well I did say I used Unity to create it. But really Unity doesn't create assets. So what else did I use?

Trimble Sketchup - to create objects such as the building, computers, chairs, desks etc etc
Makehuman - to create the humanoid characters in their rough form
Blender - to make my animations and refine the characters
Gimp - to make my textures

THE GAMEPLAY
The game is score based, you just play for the top score and the game gets progressively harder. Each level begins with a timer, and the timer counts down until you have caught all the puppies and returned them to the kennel. Whatever time remains gets added to your score. You start out in the back room of the hospital, and every few levels a door will open up, letting you explore a larger space - the lobby, exam rooms, and eventually out into the parking lot! Each level adds another obstacle such as staff members, clients, other animals, etc. Bumping some of them loses a try, and touching others slows you down - for example, slipping in a puddle of puppy pee costs you time and therefore points. It was a very concious decision to work hard and make one nice looking level that serves as the platform for the whole game instead of many different stages. There are two buttons, action and run. Pressing the action button when there is no action to be had ersults in a shrug from the player-character, during which you can still walk around but cannot perform another action. It's only like 2 seconds, but going for the high score means getting things done asap. You can't perform an action while running. A standard 8-way joystick controls the action.

There is lots of other stuff that goes on - the audio in the unity engine is a treat to work with. You can walk around and listen in to what's going on in the hospital - all the beeps, conversations, computer noises etc.

RECENT CHANGES
Well after thinking about it and reading other threads I decided to make it extremely arcade like - a hidden service menu, configurable controls, free play and coin-operated. I will put in an attract mode and all that.

WHERE I AM AT
Where am I at? Well, for starters every asset has been made for the game. The hospital, the world around it, every pen, key, glass, flat of dog food, clipboard, and chair. The player character (based on my wife), several other humanoids as well. I have not made the dogs yet, but they will probably be little more than a pallet swap each colour with a different personality.

The player inputs are coded and working, as well as several triggers such as slipping in the dog pee (along with a freaking HILARIOUS falling animation).

The "world" is put in place - the lobby chairs, doors, and whatnot are all in the starting positions. The lightmapping has been done in draft form and looks very impressive considering I am such an amateur at this. The last time I did any real programming, it was on a c64.

Coding is the slowest bit for me. I am right now working on the camera script that tells the camera to follow the player. It follows on a left-to right scroll, and moves up and down ever so slightly to help you see to the far side of the room. This one is a tough one, but it gets closer to what I want every day.

"Pics, or it didn't happen!"

Here is the outside world and hospital


Here is the lightmapping on draft mode - the sun coming in through the windows casting shadows.


Some dog pee.


Some Blender action looking at the hospital in it's first iteration:


And a shot through the hospital - this one is old, there's no baseboards.


That dude in the back is named Animation Man. I build all my animations into the same character, so that I just need to import him into any session to test things. He has over 100 animations right now, many just because... there might be more games in the future. Putting binoculars up to his face, lying down, flipping the bird etc. Who knows. I will post more up to date pictures tomorrow!

Well Fed Games

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Re: Another Home-Brew game post - VOA!
« Reply #1 on: July 03, 2013, 10:16:41 am »
Impressive! I look forward to the finished version- if you ever need a playtester let me know.
Completed projects: Pac bartop (Plug & Play), 30th Anniversary Pac cab (MAME), Point Blank (PS1), Centipede (arcade hardware- light restore), VS. Super Mario Bros (arcade hardware- light restore) Tetris Cocktail (SNES), Arcade Classics upright (60-in-1, then MAME), Multi-Raiden (arcade hardware). Pac Man vs.(Gamecube),

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Le Chuck

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Re: Another Home-Brew game post - VOA!
« Reply #2 on: July 03, 2013, 12:03:24 pm »
Ditto, I'm here to help!

eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #3 on: July 31, 2013, 02:46:51 am »
   Well, I did this in my other 2 project announcements (Spinal Tap and Lime Aid). Made a promise of more pics and then forgot about it! And I have no more pictures to share at the moment, I'm "working" the night shift right now and suddenly remembered.

   I have only worked on it a little since last post so no major news. The camera is close to perfect - I had a lot of troubles with it, something felt unnatural about the way it followed the player and I couldn't quite put my finger on it. And then I realized - everything is so perfect, the angles of the walls etc, the world seemed unnaturally square and parallel. I tilted the camera 15 degrees to the right so that it wouldn't be looking dead on with anything - this was as far as I could go before the angle made it so you felt like you had to push the joysticks in a diagonal to head left/right. Still a little work to go on it so that it has some play and doesn't follow so perfectly... but I am very happy with how it is right now.

   I have been working on some code for the pee slip trigger, so that the pee shrinks and disappears when it get's slipped in. Haven't tested it out, but I will soon. As soon as these 2 things are happening I would love to have people try it out and let me know what they think. If you would like to be in on that, please PM me both your email and operating system and I will email out a download link. It will be about 30mb zipped, 80 unzipped and run standalone. Maybe I will throw in some random music and some of the sound effects I've been working on so that it isn't so bland. As is you can basically just wander around and enjoy the background I painstakingly worked on.

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Re: Another Home-Brew game post - VOA!
« Reply #4 on: July 31, 2013, 03:37:48 am »
Looks good. I too, would like to be in on the testing.

eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #5 on: September 18, 2013, 03:05:10 pm »
I ran into a bunch of issues... coding things takes time, and the learning curve is steep. I have passed a significant hurdle and there should be more regular updates from here on in.

   The coding is not too difficult on it's own, it's more the way things work out. For example, the pee slipping... once I had it set so that if you stepped in pee the character would slip I ran into other issues. Although you cannot interrupt the falling animation, you could still change the facing direction of the character, so spinning around wildly while falling was possible. So I had to write some more that would disable the controls for 4 seconds after the pee shrinks... but the time the pee takes to untouch the player depends on where you touched it, so sometimes you would get up and slip again, or sometimes the character would start moving in the last direction pressed. I guess it doesn't return the player's inputs to default... instead laving it in the last direction pushed. So I had to rework the code to start the countdown the moment the animation starts playing, and re-enable the controls at that point. Then the single hardest thing was making all the bits of code play nice together.

   I have it perfect now! I can almost hear you programmer guys laughing at me. Oh well, it's an uphill battle that I am actually enjoying, once I work through the frustration and rage! I have since started making myself little diagrams for each bit of code I write and it is helping.

   I'm ready for some testers if anyone wants to PM me an email addy. As is, you can still just basically run around slipping. The animations are a WIP, but getting closer all the time to what I am after. And I have yet to add in any sounds but maybe I will throw in some ambient street noise, and music in the lobby before I fire it off.

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Another Home-Brew game post - VOA!
« Reply #6 on: September 18, 2013, 05:30:48 pm »
I can lend a hand alpha/beta testing.

Le Chuck

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Re: Another Home-Brew game post - VOA!
« Reply #7 on: September 19, 2013, 08:53:14 pm »
Send me a copy!

DaOld Man

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Re: Another Home-Brew game post - VOA!
« Reply #8 on: September 20, 2013, 01:24:57 pm »
What LeChuck said!!

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Re: Another Home-Brew game post - VOA!
« Reply #9 on: September 21, 2013, 07:45:08 pm »
I think it is a great start! In fact you could release it as-is as "Pee Shrugger" and act like if people don't get it, they aren't smart enough...

Really, though, pretty neat. I like the (upcoming) concept of the play area expanding as the levels progress. Is the camera going to move around or will you make the other walls transparent too?
Completed projects: Pac bartop (Plug & Play), 30th Anniversary Pac cab (MAME), Point Blank (PS1), Centipede (arcade hardware- light restore), VS. Super Mario Bros (arcade hardware- light restore) Tetris Cocktail (SNES), Arcade Classics upright (60-in-1, then MAME), Multi-Raiden (arcade hardware). Pac Man vs.(Gamecube),

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eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #10 on: September 22, 2013, 01:44:43 pm »
The camera, for now, will stay as is. I may change it so that if you get close to some walls, they become transparent. I was working on that, and it works, but it doesn't do it nicely, just cuts them off and I was hoping to have more of a stepped transparency... the closer you get, the more see through it becomes.

I have some more sound effects ready, and they will be implemented in the next test release. I have recently had a lot of shifts cut at work, so I will have more time to plunk away at this. I go for one new thing a day if I can, makes it easy to manage my time. For example if I don't have a lot of time I know I can build a new object in the game like a keyboard or computer monitor, but if I have a lot of time I can try to set the character and dog to face each other when the grabbing animation plays. And of course sometimes I just get my friend over and put her dog in front of a mic and try to get sounds.

eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #11 on: September 28, 2013, 11:57:50 am »
I've added a few new things, many of them cosmetic. Added sun coming in through the trees if you are out in the parking lot, some environmental sounds, and lots of under the hood fixes like better code. If you have a download link, give the new version a try.



There's now a puppy who sleeps. I plan on hiding these almost out of sight and giving clues to help find them - subtle dog snoring sounds and also plan on making the character's head look at nearby puppies. I think it will add a new element to the game. This one is almost done, just needs a few small touches to the animation. As it is when you are close and push the action button it jumps to it's feet and then tries to jump into your arms but I need to figure out how to attach it to the player object via script. So for now it just hops in the air.



There is also a client who you can knock off a chair if you come close. It's the same animation man with no pants on to help me distinguish.



I also fixed a few bugs - the most irritating one where you slip in the pee and then lose control for a few seconds, or even worse lose control and the character gets up and starts running. At least I think it's fixed... haven't had any problems with it today.


Also... just because.





eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #12 on: October 11, 2013, 05:09:01 pm »
Development has actually been picking up quite a bit. Some new updates include:

Some new sounds
Coin management, remembering how many coins are in and using them to start the game
A title screen, that currently just lets you scroll through different views of the hospital before starting the game
A game over screen that goes back to the title screen after a time
A health system, not 100% implemented but in a testing stage that works and triggers game over when you are out of tries
I changed the colours in the hospital around. I dunno how it ended up the green colour of my living room, but it's now closer to the actual building plus it looks more like a health facility being the grey
The bonus point timer is timing. At the moment that is all it is doing!





I had better finish up some of the characters so that not everyone is the same crash test dummy!

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Re: Another Home-Brew game post - VOA!
« Reply #13 on: October 11, 2013, 07:49:10 pm »
As someone who worked with RPGMaker VxAce  for months, and only ever managed to build a set of sci-fi panels and a framework for (what I would call) a fantastic story, consider me in awe of your skills. I'll be watching this.

eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #14 on: October 11, 2013, 08:00:36 pm »
Although it's no mass effect, it has totally (IMO) got an arcadey feel to it, which is what I was after. Just 2 seconds ago I finished the health system and got it working, resetting the player when you lose a life.

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Re: Another Home-Brew game post - VOA!
« Reply #15 on: October 13, 2013, 04:02:53 am »
Seems to me interesting game.. I definitely play this.. Thanks.

eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #16 on: December 19, 2013, 05:34:40 am »
2 months of silence. Well, at least I have lots and lots of news to report!

I will NOT be done in time for xmas like I had hoped. I'm a part of wayyyyy too many things and needed to prioritize. Also I took on way more shifts than is healthy over the xmas season. I don't have children and basically just took anyone's shifts that wanted to have the time off to spend with their families. I had my xmas on the 14th. And although this was near the top of things that are important to me, I am involved with a lot of things where others are relying on me - so this got pushed to the side a little bit, only being worked on when I had some down time. Looking back on the last update, I can say that I have lots of changes to announce.

  • The animations have all had a little tweaking
  • The screen reset after you lose a try now fades out, resets the character position, and the fades back in
  • There are a few new elements to the game. One is a stopwatch icon that spins, and when picked up pauses the countdown for 15 seconds. Hardly original, but familiar and arcadey. I also plan on putting things around the hospital that you can "clean up" for bonus points such as stethescopes, syringes, and other hospitally things. This will be easy as I have already written the scripts and just need to create the objects.
  • Lots of new audio. I work in a hospital and secretly wired myself up and recorded the sounds of all the machines (especially the one that goes ping!) and also went to my wife's work and recorded some other sounds. Even caught my cat having a snooze and recorded him snoring.
  • I tightened up my programming, the game runs a lot smoother now.
  • Besides more audio, I integrated audio zones for background sound. The way it was before worked, but now the background audio is tight. It fades in and out depending on where you are walking - the exam rooms, the lobby, parking lot and back treatment area all have distinct audio.
  • The point timer times, and at the end of a level adds the remainder to the player's score, doubles the score text size, and waits a few seconds, and then loads the next level. I plan on having it shift colour for a few seconds as well, but this is not implemented yet.
  • Shadows look much better! That was such insane work.
  • Objects! So many objects. There is a whole world of items now. Bags of kibble, flats of canned, pencils, keyboards, computer screens, IV poles, desks, etc etc etc


That's all I can think of for now. I will post some pictures when I can. Working the night shift right now, otherwise I totally would grab some screenies.


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Re: Another Home-Brew game post - VOA!
« Reply #17 on: December 19, 2013, 11:31:10 am »
Pretty sweet.  You have a download link to share for testing?  What are the PC requirements for this?

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Re: Another Home-Brew game post - VOA!
« Reply #18 on: December 19, 2013, 11:27:54 pm »
Giving it a download now, excited to check out the updates!

Pretty slick, lots of updates.  The texturing on the players seems to be a bit off, skin showing through the shirt in patches, but it's probably just my computer jacking things up. 

What do I do with the puppy once i pick him up, I couldn't put him down anywhere - and carrying a puppy seems to make me impervious to puddles.  Keep it coming!
« Last Edit: December 19, 2013, 11:48:28 pm by Le Chuck »

eds1275

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Re: Another Home-Brew game post - VOA!
« Reply #19 on: December 21, 2013, 11:38:44 am »
I don't have the most recent version updated. Yeah the clothes are not done, that's just a temporary character. The rest are in production but not implemented yet. Having some issues. I will update the latest and greatest later today, and send Zaana a download link. The puppies, by the way, go to the large cage in the back. It's not working in the version you have.

Carrying a puppy will make you impervious to slipping in the puddles, however I have been working on a slip-dancing animation that will take over when those conditions are met. Basically although you won't slip, you will still be stuck in an animation that slows you down. Also not implemented. I think my priorities right now are to fix the depositing puppies in the kennel script, which currently works only once, and finishing the characters so they don't look like pervy crash test dummies.

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Re: Another Home-Brew game post - VOA!
« Reply #20 on: December 21, 2013, 12:07:29 pm »
As someone who worked with RPGMaker VxAce  for months, and only ever managed to build a set of sci-fi panels and a framework for (what I would call) a fantastic story, consider me in awe of your skills. I'll be watching this.

Rick, I took the risk and peeked at VxAce. I might download it and take a quick run through to see how it works for putting things together - seems quick and easy based on what I read on the website. I was looking at it and wondering if what you create on one version of RPG maker will transfer over - because it would be nice to start working on a game and if it pans out, upgrade to one of the better ones to polish it/finish it up. My friend and upcoming canadian author Sam Wiebe (www.samewiebe.com) has been discussing the possibility of writing an RPG, but more detective than fantasy. We would collaborate on the gameplay - it would be over my head for Unity, but this looks like it would work.

I urge you to not give up on your game if you stand behind the story. Though it is rewarding doing it all yourself, it is also daunting and overwhelming. For artwork, there are lots of websites with premade tileable textures, and I'm sure you could get help on the art if you shared your vision. Maybe not here, but I would not be surprised! The support and talent on this forum is amazing.

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Re: Another Home-Brew game post - VOA!
« Reply #21 on: December 21, 2013, 12:59:43 pm »
Pretty sweet.  You have a download link to share for testing?  What are the PC requirements for this?

I will fire you off a link at some point soon, when I have updated the latest version. As for PC requirements, it runs on my wife's Asus Aspire One with the graphics set to low. That thing is weak, not sure of the specs off the top of my head, but will update that later as well.

I did most of everything in Trimble Sketchup. It's an easy to use tool, however recently I have learned the evil of it's ways. It is not efficient in the least for 3d modelling. I plan on going through and editing the models in Blender - Sketchup makes some seriously poor decisions when you attach or edit shapes, creating hundreds of useless unwanted vertices. The big deal is the hospital itself, which has door and window trim as well as baseboards and windows. I hope to get through that at some point and bring the performance up so that the graphics are easier to run on any system. My goal is to get an average p4 running it with at least medium graphic settings easily. Or better, if I can. There isn't really a whole lot to this game so I believe with some optimization it is possible.

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Re: Another Home-Brew game post - VOA!
« Reply #22 on: February 15, 2014, 07:06:39 pm »
It's been a long time since an update - but don't be fooled, I have been working on it!

I began assembling some levels. Loading up the game with a realistic number of objects made my i7 based computer choke right up... and the culprit was the sketchup models. I have finally really broken through a barrier in my understanding of Blender so have been really working on some new models. Comparing them side by side, a simple pencil object was triple the complexity when made in sketchup. Getting a little deeper, a stopwatch (one of the power-ups) was 12x! I decided to keep my hospital as the sketchup model I had originally created and remake everything else. I am pretty quick at it though so it's coming along fast! And the models end up looking smoother/better. For example a chair has nice tight lines with the simple geometry that it is but then making the cushion look plush without adding unwanted polys is much easier.

Another breakthrough I have made is getting the hair to look good in the game. I have the main character nearly 100% complete.

If you are into the facebook thing, here is a page I created for it: https://www.facebook.com/VOAgame



Though I could have probably gotten away with using less object in the environment I figured it would be better to do a nicer looking game with lower-poly models. In the future perhaps I can turn off real time shadows, implement some touch screen controls and dump it to mobile. Keeping the focus for arcade machines for now though! I am also having some thoughts about what to do for power-ups. So far the only one I have is a stopwatch that freezes the bonus timer for fifteen seconds. I am thinking about making another one that is a small animal carrier that appears and lets you drop off a puppy without running all the way to the kennel at the back of the building. I'm open to ideas!