Devlog #7
Gameplay Update
Fire:
We made various tweeks to the fire prefabs including adding a more concrete model. This should help with visual clarity.
UI:
We added more of the UI assets into our game. This includes the player portraits and the stress bar. Additionally, we increased the size of the recipe cards. This is all to address the visual clarity feedback we got from the alpha.
We also added some temporary icons to the appliances in response to playtesting feedback.
Tutorials and Balancing:
In response to playtesting feedback, we made multiple balancing changes to the customer spawn rate. The largest of these is making it so the player has to complete 1 order for the gameplay loop to start in full (basically making an unspoken tutorial).
Lighting:
We added a lighting system that puts a spotlight over appliances when they are the next step in a recipe (including having special lighting during the tutorial). To differentiate between players, a red light means it is the next step in Joy’s recipe, blue for Moody’s and yellow for both (or during the tutorial).
Music Update
Simplified plan to have only two main tracks for the level music
Second track can still be further subdivided using vertical reorchestration
Wrote and began sequencing the “B” music
Created new event in FMOD using demo tracks to build the transition logic
Started building some of the transitions
Get Baked
Baked
Status | In development |
Authors | Sam, liv, floradeedora, Westnekosaur, teo.fbx |
Genre | Simulation |
Tags | 3D, Cooking, Co-op, Cozy, Local Co-Op, Local multiplayer |
Languages | English |
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