WHERE WE LEFT OFF
The previous week was challenging having to break apart objects and remove tiles, but it resulted in a cool effect that can be used later. The boss is constructed, but there are still three major, game breaking bugs.
UPDATE 16: BEATABLE BOSS
It may have taken more than a week of production, but the boss can finally be defeated! The challenge here was the fact when the boss goes low enough it destroys the entire floor. With that in mind, the player still needs to lure the boss into punching itself. After that a platform, key and door spawn.
UPDATE 17: NEW BOSS ART + FIXING THE GAME BREAKERS
New art was made. The three game breakers were a long process to fix, which is why they were neglected. The first game breaker was if the player fell off screen, there was no solid surface for the player to spawn on, so the player was thrown out. If the player died, it was the same issue, no solid surface, so the player lost a life and again was thrown out of the pit. As for the third game breaker, now that its 5 weeks in, I can’t even remember what it was. Here you see the debugger displaying the triggers.
UPDATE 17: EXPLOSIONS!
Its lackluster having a boss seep into an abyss… it needs to explode or do something flashy! When it exploded into a bright flash of light, the level still looked pristine and unharmed… so it had to be lit on fire with a little bit of rumble and screen shake.
UPDATE 18: THE DETAILS
With new art, frosting was added, faces were added, different size heads were added. As you can see the face has and impact on the left and right. Then it begins to get angry. Damage smoke puffs were added, even if that still might change.
UPDATE 19: HUNDRED HAND SLAPS
The arms had been added in a previous update, but now they function. Candles are on fire, hands slap down and fists… just punch you! Because I never specified it before, arms only hurt the player when moving into the structure. When they leave, they do no damage. This was a fair compromise considering arms retract when you shoot them.
UPDATE 20: NEW RUBBLE SYSTEM
The old rubble system would break the tiles into 4 equal sections. The new system cuts out random sizes and makes it stack at the cost of processing power. For those paying close attention, you’ll notice the rubble is darker and now behind the player. Its just a little detail to enhance the experience.
To save on updates, the rubble system was optimized because wow did stacking use a lot processing power. It was only noticeable when the boss broke through a large amount of blocks. After this video the rubble was limited.
UPDATE 21: CAKE KILLS CANDY – A BLOODY GOOD TIME
After dealing with the boss for more than a week, we just about forgot there was an entire game connected to it. With the new rubble system it was time to enhance the blood system… or in this case jam system. Gumball giblets were also recreated so their axis was centered. The chirizo launcher was also enhanced to cause bloodshed every frame an enemy is caught in an explosion.
UPDATE 22: THE CORRUPTION
With two days before the jam ended, there was some sort of corruption that resulted in the level generation script somehow getting erased when the save failed. That has happened in the past which is why there are always 10 backups. I recommend everyone make automated backups. The catch here is that the automated backup failed before the save failed. Somehow, the backups were from 21 days earlier.
We were lucky that it was only one file that failed to save and its an obvious file. It took a while to upgrade the three week old file to something more current. You will notice below the same level is loading because it fails to generate the level so it loads the last level which is saved to the PC. What is never saved is the file with all the room sizes which is why the screen appears below where it should.
UPDATE 23: THE TITAN BOSS JAM
With the boss done, the game felt good, and the final touch was to reinstate the game into the boss. The boss appears every 10 levels starting with level 11. There is a cheat code to jump to the boss for the sake of testing the jam. In addition to that, three new tilesets were created as an easy way to make the game feel fresh. A trailer was hastily thrown together from 10 minutes of gameplay.
WEEK 3 IS OVER
Well its probably more than 3 weeks, but here we are, Cake Baws is done, in game and the game is better for it. We kept production going on Cake Kills Candy. As always, thanks so much for making it this far whether you read everything or just took a look at the Internet slowing gifs.