Posted February 08, 2025 by Sam
Created the excel sheet of assets for easier task distribution: https://docs.google.com/spreadsheets/d/1yl6LFga9HNd6Uk46z5sI4S0ldAuZj4sdH-XKLLdBkH4/edit?usp=sharing
To make our characters more unique and really differentiate ourselves from Undercooked, we’ve decided to re-design our NPC characters to be humanoid volcanoes called Pyroids.
Pyroids will steam and erupt when angered, similar to real customers. There are a couple new designs for their characters, and the rest of them will be recycled base models from the original NPCs.
Rigging of the main characters has also begun.
Completing the texture of the beach setting and begin to animate. Texturized fire and create loop animation
We started the week by greyboxing out the level.
Although currently it isn’t fleshed out, one thing we found that was helpful was increasing the space compared to our previous demo area. Additionally, adding some ocean and trees helps set the vibe. It also helps that walls are now flammable, which helps us tune the variables for fire better.
To accommodate a two-player game, we refactored our single-player input classes to use Unity’s Player Input and Input Manager components. To properly configure Unity’s input system components we changed our interact and movement controls from consistent input polling in Update methods to an event-based set of function handlers. A consequence of this refactor was that the lack of consistent input polling altered the smoothness and accuracy of player rotation which will need to be resolved moving forward.
We implemented a basic home menu (start/quit as buttons) as well as a basic UI for when customers request food (placeholder version below).