Group members:

  • Maximilian Werhahn
  • Mark Pilgram
  • Felix Neumeyer
  • Min-Shan Luong



Milestone 1 - Game Idea (27.4.2020)

Milestone 2 - Formal proposal & prototype (11.5.2020)

Milestone 3 - Interim demo (8.6.2020)

Milestone 4 - Alpha release (22.6.2020)

Milestone 5 - Playtesting (6.7.2020)

Milestone 6 - Final presentation (20.7.2020)

Build: (Linux not tested)

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  1. 1. What is your favorite aspect of the proposed game? Why?

    Simulating the environment with a real fluid solver to track temperature, movement, and pressure sounds like a really nice concept. But I think good performance should be the main goal here, even if this means the spatial and temporal resolutions will be low.

    2. What is your least favorite aspect? Why?

    The aspect of making pizzas in a spaceship is a nice pun for the game name Code Bread, but I think it is a little bit too far fetched. Instead, I would suggest that the player should mine for other resources that thematically match better (like materials to improve the ship or rare ores to sell).

    3. Which single change or addition would you suggest to most improve the game? 

    Considering the difficulty of networking and a proper fluid simulation, I think the focus could shift more to one of those aspects: either a multiplayer game that utilizes only simpler rules for the environment or a singleplayer game that mainly revolves around the fluid simulation.

  2. Unfortunately I couldn't attend your presentation due to a conference but your report makes the overall idea quite clear.

    Your proposal sounds like a fun game but I think you are overestimating how much you can achieve in the short weeks allocated for development.
    In particular, I would strip out everything that isn't required from the desired target, like crafting, asteroid shooting, resource gathering, fire, temperature, ship AI.

    The basic idea of your game sounds very similar to Overcooked. While this is not necessarily a bad thing (Overcooked is a fun game), you do not have the resources to replicate large parts of that game. Try to focus on your own innovations instead.

    The environment simulation seems to be the main selling point of your game but currently its only effect on gameplay seems to be hindering player's movement. Why not integrate this into the core gameplay? Grow plants not just to produce oxygen but also for food or ingredients.

    Having henchmen sent after you for missed orders (again, you probably won't have time for this anyway) seems overly harsh to slower players.

    For movement, I would recommend something simple so new players can pick it up easily. I would do away with force-based movement.

  3. 1. What is your favorite aspect of the proposed game? Why?

    I like the idea of a chaotic party game set in space, which enables lots of varied tasks that player have to fulfill in a cooperative environment.

    2. What is your least favorite aspect? Why?

    I don't think a fluid-based environment simulation will add very much game-play value to the proposed concept. While a "realistic" simulation is interesting from a technical standpoint (and can open new avenues of game-play), it is very time consuming to implement. Your game concept already seems very chaotic (intentionally), and adding emergent game-play through a hard to control system (a fluid simulator) may be a bit too much. Games like "Faster than Light" or "Oxygen Not Included" also have similar mechanics that are very abstract but still add interesting game-play opportunities.

    3. Which single change or addition would you suggest to most improve the game? 

    I would recommend focusing on the cooperative multiplayer aspects and dropping a "realistic" simulation of the environment as I think this will result in a more enjoyable experience. If you really enjoy the environment simulation aspect, I think a more single-player oriented game focusing on managing your own spaceship with a realistic environment simulation offering unique game-play experiences is also an interesting concept.

  4. Unknown User (ga42wid)

    1. What is your favourite aspect of the proposed game? Why?

    I really like the idea of a messy party game, and I think the theme of making pizza, and other humorous game elements fit this concept very well.

    2. What is your least favourite aspect? Why?

    As others already pointed out, I don't think any of the proposed sophisticated simulations add much to the gameplay experience.
    However, I do like the aspect that different simulations could influence each other, like fire influencing the air simulation, but I think it is possible to implement something like that with a much simpler approach.

    3. Which single change or addition would you suggest to most improve the game?

    Having online multiplayer is really cool, but as this is a party game I would expect that the game features local multiplayer as well.
    This could just be an addition, but as the schedule of this project is really tight, you could even ditch the online feature and focus only on local coop, reducing the total workload.