Crazy Mama Trucker
đźšš Core Idea
This project was a game jam prototype with the theme 'Unexpected Mashup':
My inspirations were Crazy Taxi and Cooking Mama.
I had 2 weeks - I did not end up submitting this build as I could not complete work during the jam dates, but the time spent on the project was within the 2 weeks.
You’re driving a colourful ice-cream truck across town, weaving through traffic to deliver ice-creams — but every order comes with a mini kitchen burst. The truck can't stop, so while you’re scooping ice cream, the road physics still jostle your kitchen.
Driving and cooking are tightly integrated: crash too much and your quality score drops, rush deliveries and tips go up, miss too many steps and the order fails.
đź› Development Journey
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Driving Physics:
I built a kinematic arcade truck controller from scratch. It supports mirrored forward/reverse handling, handbrake drifting, and outward body lean. The driving feel needed to be exaggerated and fun, so I used CharacterController with force-style acceleration, plus skid and crash feedback systems.
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Kitchen Integration:
The kitchen is actually a rigged object mounted to the truck model. Using Unity’s transform hierarchy, it tilts, rolls, and slides dynamically with the vehicle’s G-forces. This way, the QTEs always feel alive and chaotic.
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State Management:
GameDirector runs the show with a clean state machine: Driving → CookingBurst → Delivering → Results. It coordinates order spawning, burst timing, and transitions.
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QTE System:
All quick-time events implement a simple IQTEHandler interface. That lets me drop in new tasks (scooping, pouring, sprinkling, etc.) without rewriting the manager. Each burst has a timeout fallback so orders can’t stall forever — fail them and you take a penalty.
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Scoring & Rewards:
Deliveries pay a base fee. Tips scale with speed and QTE quality. Crash penalties reduce score. This keeps tension high: do you drift like a maniac for time, or keep it clean for bigger tips?
🎨 Game Feel & Juice
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Cinemachine 3 cameras for smooth driving and kitchen cut-ins.
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Model lean when cornering for arcade immersion.
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Random order spawner by navmesh so always reachable.
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ice-cream truck jingle remixed by myself.
Trail renderer for skid marks.
Matching sounds and music to the game tone.
🎯 What’s Next
Right now the game is a working prototype with full loop: drive → cook → deliver → score.
Future polish could include:
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Pickups for speed boosts and drift grip modifiers.
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More recipe variety (banana boats, sundaes).
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Extra “juice” like VO packs and stylized VFX.
đź’ˇ Reflections
This project has been a fun challenge in blending two genres. The biggest technical hurdle was getting the split-screen kitchen bursts to feel connected to the truck’s physics, while still being playable. It’s quirky, chaotic, and surprisingly fun — exactly what I wanted for a jam-to-portfolio piece.




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