the cutting room mirror

Bluey: The Videogame

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please suggest an unused sprite with a clock or something

This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH

This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Almost everything here is a JPEG, and all the images are missing the game name. REPLACE THEM ALL!!!

Bluey: The Videogame allows players to play as the Heeler family as they search for a treasure from Bandit's past. There aren't long dogs here, but instead hidden content. Also, apparently, Pat/Lucky's Dad was going to be the only non-Heeler present in the game.

To do:

  • A text file relating to the Burst plugin was accidentally included in the folder Project biscuits_BurstDebugInformation_DoNotShip. Investigate this.
  • Document revisional differences and see if any of the unused content listed here has become used (Muffin and Uncle Stripe were added as playable characters, native physical versions of the game have major differences in comparison to console's day 1 patch and PC).
  • Figure out what the CasualBrothers.DebugMode classes in newer versions do and how to trigger it if possible.
  • There is a LOT of unused dialogue in the files of the latest version.

Early Level Layouts/Blockouts#

The Beach#

Blockout and leftover layout design

Watch on YouTubeInvisible in normal gameplay, there exists the original blockout model complete with placeholder probuilder textures leftover in the scene, alongside an "inkscape layout" gameobject, which as the name implies, is the original layout document they used when designing the level.

Early unfinished layout

Just as the blockout was left over in the final level, only disabled, so was this iteration. The final models had yet to be completed, and the water used a different (now deleted and pink) material.

Near final The final version as seen in game This layout is virtually identical to that of the final layout, so much so had I not provided a screenshot for reference, you might not have noticed the differences. Mostly just missing some models and polish, but also sporting an unused flag right in the center.

The Creek#

Blockout

Watch on YouTube

Unused exit area Final layout as seen in-game A remnant from a phase in development where swapping levels was not possible through the sticker book.

Playgrounds#

Unfinished models for Cafe Park section of Playgrounds Final Cafe Park as seen in-game Hidden by default, the playground features some early versions of the final models. The textures no-longer mapped correctly to the surface, or discolored completely. They clip slightly lower into the ground than their final counterparts, but not low enough that they reach the grass below the platform.

Heeler House#

NavMesh blockout for test NPCs Hidden test NPC "SampleNPC" Unlike blockouts from other levels which had been leftover, this one was not created for the players to use, but instead entirely for testing AI NPCs. In fact, their original testing NPC is still around as well, hidden out of bounds.

Unused miniature skyboxes

There are quite a few unused skyboxes for windows and doors to certain rooms. Serving no purpose as often the passages they obscure are ones already with a view of the background, or lead into another room.

Unused backyard objects

The backyard also features a handful of objects which are normally unviewable by the player.

Unused Text

There are a ton of unused text found in the localization files for the game, most of them being random lines from the show.

To do:
These were ripped from version 1.0.5, check newer and older versions for more. Add more lines from the file (localization.en-us.asset). Organize these lines into category.

Hmm, let's see what's on your x-ray, Telemachus.
Why do you want us to do a smoochy kiss?
Time for your comeuppance!
Ready for swim school.
Let's keep a look out for Mermaids.
And remember, only non-cheeky magic!
Do you want me to read you some stories later?
Morning Wendy!
Unlock the pieces by finding Pavlova's.
Oh, my old bones!
Play the story first and the game will unlock!
I don't think Chattermax even sleeps, kiddo.
Bing-bong, the next train will be a bit late due to an ongoing passenger incident.
New player joined
Jeez, these grannies must have bad eyesight.
Yep, it’s a fine day for farming.
I hope we don't have another stomach-cat case today.
Watch out everyone, Big Blue Guy is the new doctor in town.
Jingle bells, my dad smells…
Oh yeah, I love your stinky feet babe
Ooh, this is a VERY nice spa, girls.
Lunchtime already! Hang on... I think this thing is broken.
Oh, that's where my treadmill went! I've been meaning to use it...
(robotic voice, imitating daddy robot) I-won't-tidy-this-up.
Looking goooood [Bingo 'babe' voice]
(Queen voice) I do declare...
Remember, I'll always be here for you, even if you can't see me. Because I love you!
I want to suck my thuuuumb!
Gotta grab that toy so I can win.
Nice survival skills, Bluey!
Oh, I forgot the forecast said its going to rain later. I'll have to get the washing off the line.
No cheating! You have to climb all the Castle Fort to rescue me!
I hate lava!
That reminds me we need loo rolls.
Hey, I don't want to be an old granny!
We can move objects to avoid the lava.
I wish I could go to the pool and catch sinkies.
You will lose all of the episode's progress!

Cut Content

Shops#

At some point or another a "Shops" system was being developed, with a semi-completed UI panel for it, and leftover objects in the Heeler House level. It would've seen players exchanging dollarbucks they earned throughout their play for various items from two vendors. Muffin, who sells toys from the living room (or possibly the baby room, since a duplicate shops object also appears there), and Pat who sells plants from the backyard. Pat being a notable character here as he is completely cut from the final product. Placing the vendors in game shows nothing but an interact prompt and do not function, but by manually triggering their events via mods we can still activate their respective menus, which can softlock the game. Pat's garden has no items to select, while Muffin's toy shop does, which upon selected, are spawned onto your current position. While the scripts do have functionality for the dollarbuck currency, it does not appear to be implemented, and thus everything is technically free of charge.

Level / Episode Selection#

Prior to the sticker book becoming the one-stop shop for all episode, level, and sticker needs, they had developed entirely unique menus and objects for each individual action of that trio. With swapping levels being only possible at either crossroad posts or mailboxes (of which there are many unused copies per level), and episodes being accessible through one of many "Happy Day Selector"s (which are located, but hidden, at virtually every final sticker book location). These objects when re-enabled still fully function, albeit with a little tinkering for the UI to respond as you'd expect.

Episode 5#

Not much is known about this cut episode, an empty fifth button on the unused episode select UI is practically all we have to go off of. It would've been the finale for the game, featuring Sticky Gecko as its special sticker. This episode likely would've taken place on the otherwise sandbox-only beach level, due to an image labeled as "Icon_Episode5" in the files depicting a coconut drink. The episode must've been cancelled fairly early in development, as little-to-no scripts or assets related to it remain.

Crawling#

All the playable characters have unused gameplay crawling animations, and the player movement script contains functionality for doing so, but attempting to trigger it either does nothing or breaks the character completely.

CrawlingVariables.jpg BlueyCrawlFront150.gif BlueyCrawlSide150.gif BlueyCrawlBack150.gif

Drivable Kart#

Complete player animations for entering, driving, and exiting go-karts also exist, though zero functionality or kart models can be found in the game itself.

Activities#

The following are activities and interactions that had been developed and have functionality leftover, but went unused in the final release.

Watch on YouTube

  • Riding seesaw
  • Vollyball minigame
  • Shovel, digging holes, planting seeds, growing plants, removing plants
  • Claw machine minigame
  • Flipping light switches

Leftover Development Screenshots / Reference Images#

For many parts of the game (primarily the user interface), reference images had been created and used in-engine while developers implemented the layouts, but were simply hidden afterward rather than outright being removed.

Unused / Placeholder Audio#

Ep1St1LudoStory1#

Ep1St1LudoStory2#

Ep2TitleScreen#

Stg63_SoundPlaceholder#

Stg63_SoundPlaceholder2#

TUT_CHILLI_0180#

TUT_CHILLI_0260#

TUT_CHILLI_0270#

TUT_CHILLI_0290#

TUT_CHILLI_0310#

TUT_CHILLI_0320#

TUT_CHILLI_0330#

TUT_CHILLI_0360#

TUT_CHILLI_0370#

TUT_CHILLI_0380#

TUT_CHILLI_0390#

TUT_CHILLI_0400#

TUT_CHILLI_0430#

TUT_CHILLI_0440#

TUT_CHILLI_0500#

TUT_CHILLI_0510#

TUT_CHILLI_0520#

TUT_CHILLI_0530#

Internal Project Name#

In the game's music and sound effect files, it seems to suggest that Bluey: The Videogame was given the internal name of ProjBiscuits. The PC version's folders and main executable are also labeled Project biscuits.

References#


  1. https://nichegamer.com/bluey-the-videogame-announced/↩︎
  2. https://www.bluey.tv/blog/play-as-muffin-and-uncle-stripe-in-bluey-the-videogame/↩︎
  3. https://outrightgames.com/news/bluey-the-videogame-launch/↩︎