A Fuxi Game Jam project. Theme: cake.
Movement: WASD or Arrow Keys
Walk over items to collect them, click on inventory to drop items.
When you have collected three items go to the oven et voilá, you have a cake.
Mikko Anttila - Graphics, Programming
Jesse Eerikäinen - Programming
Valtteri Vepsä - Graphics
Jessica Koivunen - Programming
Click here to go to the download page!
The theme was announced and we begun to plan.
Our original ideas had mostly to do with references to Portal 2's "Cake is a lie" joke, along
with the "It's all cake" meme.
In the end we settled on an idea we thought would be fast, easy and entertaining. A demented grandma baking cakes out
of whatever strange ingredients she finds.
Once the idea was settled, I got to work creating the sprites for the grandma which you can see below, along with
the start for the tilesets we'd use for the house and the island she would live on.
On day two I continued work on the tilesets, also making a rudementary starting map for our programmers to test with.
On top of that I also got to work on the first cakes, settling on splitting each cake image to three layers.
The body, filling and decorations of the cake.
These cakes were made based on earlier assets created by Valtteri for the overworld. You can see some of the cakes I made below.
Most of the day was spent on these tilesheets, cakes and other overworld sprites along with helping the main programmers of the team.
Day three was unfortunately mostly spent programming as the two programmers were struggling and since I had previous
experience I thought it best to help out despite wanting to focus on art.
During the day I made various scripts, implemented visual improvements in the UI such as animation and sprites, added sounds and particles,
and implemented the rest of the visuals created by Ville.
I did also create the map in which the game took place, which is shown below.
The most impressive script which I was mostly responsible for I would say is the crafting system,
which is unfortunately too long to properly view
(and was admittedly made during the earlier days for the most part, though it did get updates frequently)
, but in essence it first finds each object in your inventory, shuffles them into a random order to process,
checks a script called "tag" for an identifier such as "Fish" and then for the first item to progress it goes over
the "Decor" list, picking a visual from an array based on the identifier of the item. It then does the same thing
for body and filling with the other two items before finally deleting the game objects from your inventory and
displaying the cake, along with three random reviews from a long array of strings. These reviews are completely random
and due to time constraints its actually possible to get the same review multiple times, although the list has more than 60 reviews.
The final minutes were stressful as we had some issues with the UI displaying poorly on large monitors, but eventually
I managed to fix it and we published the final build of the game approximately 20 minutes before deadline.