Baking Buffoonery
Year: Early 2024
Role: Solo Dev (did everything except for the models)
Engine: Unreal 5
Concept: A QWOP-like baking game I made in a week
What is it? A Baking game where you only have one hand, difficult controls, a time limit, and physics-based baking ingredients. Good Luck! Inspired by games like QWOP and Surgeon Simulator
Process:
this game was made as part of a week-long game jam I was a part of. The theme of the jam was Muffins. Naturally, I wanted to make a game about making muffins
Initially was going to be made in Godot, but changed part way through to Unreal.
The basic mechanics of getting the hand down were simple enough to implement, but the real challenge was to get the physics to act the way I wanted them to when you let go of an object (even with the hand mechanics, I had heavy help from a friend of mine).
Once the hand mechanics were figured out, I had to figure out the pour mechanics. It was simple enough to get the objects to spawn when the pouring object was tilted at a certain angle, but it was tricky getting the physics of each liquid right.
Next came getting the liquids to look more like liquids. Rather than having a complicated liquid simulation, I opted to spawn a bunch of balls and make them look like a liquid (big thanks to Primatica Dev for getting the liquid shader looking right). It still looks a bit wonky, but I think that adds to the charm a bit.
Last came creating a timer, a scoring system, the menus, and getting the models implemented.
Baking Buffoonery
Year: Early 2024
Role: Solo Dev (did everything except for the models)
Engine: Unreal 5
Concept: A QWOP-like baking game I made in a week
What is it? A Baking game where you only have one hand, difficult controls, a time limit, and physics-based baking ingredients. Good Luck! Inspired by games like QWOP and Surgeon Simulator
Process:
this game was made as part of a week-long game jam I was a part of. The theme of the jam was Muffins. Naturally, I wanted to make a game about making muffins
Initially was going to be made in Godot, but changed part way through to Unreal.
The basic mechanics of getting the hand down were simple enough to implement, but the real challenge was to get the physics to act the way I wanted them to when you let go of an object (even with the hand mechanics, I had heavy help from a friend of mine).
Once the hand mechanics were figured out, I had to figure out the pour mechanics. It was simple enough to get the objects to spawn when the pouring object was tilted at a certain angle, but it was tricky getting the physics of each liquid right.
Next came getting the liquids to look more like liquids. Rather than having a complicated liquid simulation, I opted to spawn a bunch of balls and make them look like a liquid (big thanks to Primatica Dev for getting the liquid shader looking right). It still looks a bit wonky, but I think that adds to the charm a bit.
Last came creating a timer, a scoring system, the menus, and getting the models implemented.
Keep In Touch!
Keep In Touch!
Keep In Touch!
©2023 Sophie Schenck All Rights Reserved
Email: s.schenck33@gmail.com