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Yannick Ruijter

C/C++ Embedded Systems & Algorithms

The Game

Bready or Not is a chaotic local multiplayer PvP game where two teams of bakers race to destroy each other’s oven before their own goes up in flames. Players scavenge ingredients scattered across the bakery, combine them at the mixing station to create powerful dough soldiers, and bake them up to send into battle against the rival team. Along the way, players can punch opponents to stun them and steal their ingredients — because nothing says friendly competition like sabotage.

Built for 2-4 players with controller support, the game was developed over 8 weeks by a team of 3 programmers and 3 artists as a second-year project at Howest Digital Arts & Entertainment.

breadyornot

My contributions

As one of three programmers on this 8-week team project, I was responsible for the core gameplay loop. From ingredient pickup to the final bread-soldier showdown. Along with several systems tying the game’s UI and flow together.

Recipe & Baking Systems

  • Recipe suggestion logic: the machine always surfaces the easiest recipe achievable with the ingredients currently loaded, guiding players toward a valid combo without breaking flow.
  • Dough soldier creation: built the full mixing pipeline: restricting input to only ingredients that contribute to a valid recipe, and triggering the mix that produces the finished dough soldier.
  • Baking system: implemented the oven’s timer-based baking: soldiers pulled early are unaffected, dough left in too long comes out at 66% of its stats, and dough left in far too long becomes unusable and explodes, dealing damage to its own team.

Player Guidance & Feedback

  • Advice droplets: a contextual hint system that shows a pickup prompt near valid items, a “load me into the mixer” prompt once the right ingredient is held, and an oven prompt once a friendly dough soldier is picked up. All suppressed appropriately while a machine is already running.
  • Oven/mixing machine interaction: proximity-based prompts for adding items, with mixing-table placement prioritized over dropping when both share the same input button.
  • Recipe visualization UI: a live display where owned ingredients for each recipe are highlighted in the player’s team color.

Systems & Meta

  • Item spawning logic: a weighted spawn system combining rarity tiers, a rolling history of the last 8 spawned items (each repeat halving that item’s odds), and team-need tracking (each time an item is required by a team, its spawn chance triples).
  • Start menu & team selection: navigation and UI flow for the start screen, team select, and settings.
  • Bug fixing: took ownership of debugging across systems throughout production.