Posted February 15, 2025 by Sam
Joy and Moody are rigged and are being weightpainted to fit their idle animations. Joy has a simple back-and-forth swing, and Moody has a grumpier side-to-side slouch. Animations are designed to loop to fit the length of time that characters are standing idle.
New Pyroid NPCs are being converted to simple 3D models, pre-texture painting and small details. So far we have very simple shapes, which will be expanded upon in the next iteration to fit the complete design.
We added new appliances into our scene and triggered their animations on-use.
Created variations on recipe cards and started working on graphic design/title screen. Sketched out QTE scale.
This week we implemented the hug mechanic. This involved multiple (placeholder) animations which zoomed the camera in on the players. Additionally, hugging reduces stress. In future, we want to consider changing this mechanic to be hold/release instead of fixed-time.
While implementing the hugging mechanic we made some camera tweaks to help the camera adjust to 2-person gameplay. Now the camera follows the centerpoint of the players and will zoom in/out depending on how close to each other they are.
We added the basic framework for the cupcake recipe this week. This means we now have a non-trivial gameplay loop!
In preparation for the first-level demo/playtest we reorganized the layout of our level to separate serving customers more from the kitchen. This forces the player to prioritize one area over the other and incentivizes teamwork.
We made multiple UI updates to increase clarity and readability. We are still using placeholder assets.
This week, we added the fire extinguisher mechanic, allowing players to put out fires. Now, if something catches fire in the kitchen, players can grab an extinguisher to control the situation before it spreads.