Devlog 08 - Production Sprint 2


Introduction

Welcome to our eight devlog!

We’ve been creating a local couch co-op game where the goal is to cook together. The catch however is that you’re an octopus and every player controls one tentacle. For various cooking tasks you’ll have to work together while the orders keep coming in. We also want to add features where you can lose lives/arms by accidentally cutting your limbs off and annoy each other by stealing items from each other.

This week is the second week of production 2! That means one more week of production and we start on polishing! 

Programming

This week we made the environment even more intractable by making the hatch and handle of the brothspawner grabbable. We also made our bowl show what is inside our current through the use of models that spawn inside the bowl. Furthermore, the pan now shows visual effects based on cooking to make the game more lively.

We have made great progress on object cutting:

  • ingredients can now be re-sliced. Each ingredient can be configured to be sliceable a certain amount of times.
  • slicing is factored into score. That ingredient's score contribution will be scaled by how sliced it is based on the configured count.
  • small pieces are prevented. You can no longer accidentally create minuscule pieces that are hard to see. Additionally, all cut pieces now get visually separated so it's easier to see.

The only remaining task for cutting is hooking it up to the cook behavior, and fixing up the materials applied to it so outlines can be properly rendered. This is challenging as it will require extensive modifications to the open-source slicing library we use. However, we have already changed quite a bit of it to fit the current slicing behavior, so it is definitely doable.

We have also implemented a beautiful title screen, as you will see in the art section! It was challenging to figure out how to transition from it to the game cleanly, but we ended up opting to have it be a part of the main scene and destroy it when the start button is pressed. This allows for a most configurable transition down the line, rather than a dry (and often laggy!) scene cut.

Art

Our cooking game just got a lot more appealing. We have our first stunning splash art and title screen. As well as a couple of visual effects to make the scene more lively. A better delivery sign light has been crafted and a player guide is fully functioning.

Files

OctoChef-v0.8 (Linux).zip 71 MB
11 days ago
OctoChef-v0.8 (Windows).zip 72 MB
11 days ago

Get [Group 14][WIP]OctoChef

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