Wow, long time since our last post. Going to attempt to cover what we've been up to since we've been away.
@de11ed No plan for a level editor at the moment, but it's definitely something we've spoken about and something we'd love to explore
@TitoOliveira We've been doing some local playtests but haven't yet planned as far as a more open demo of the game
@thekill473 Mm yes, particles would be nice!
@ChameleonGeek Thanks!
@Miltage Awesome, we love co-op games too so glad to hear you're on board :D
@Cranktrain Thanks! Can't wait for you to get to play it
@flashysquirrel Huzzah!
@Mittens Thanks Mittens!
So what's new with Overcooked?
Well we've been really heads down working on the game for the past few months. We've created a lot of new levels, introduced lots of new mechanics, spoken to lots and lots of different people about the game and have taken our first tentative steps to getting the game running on some new platforms.
Click here for one of our latest screenshots:
Publishers: We've been keeping our options open by speaking to as many people as we can about the game. Some rejections, some offers, some reeeally interesting opportunities which I hope we can talk about one day. We're still pursuing a few avenues for this but we would only really consider going down this route if we think we're aligned on the future of the project.
Start Flow: We spent some time on the opening of our game. We wanted to create something which had a bit more impact than our original plan for a fairly sedate, fairly slow tutorial level. We wanted to set the tone for the game as quickly as possible so we could get people as excited about the game as we were.
(Here's a short clip of one of the new models we made for this section:
Play tests: Since we're starting to shore up the mechanics and the opening of the game it became apparent that we needed to get more eyes on the project. We've done a lot of evening sessions this month getting people in to play the game and sitting in silence watching them break the game in fun and exciting ways, but also cataloging their scores and their performances, tracking the difficulty curve and generally seeing where the rough edges are which need to be smoothed off
We were also reeeeally lucky to get Double Fine to play an early build of our game last week which was a massive highlight of the development so far, particularly because I'm a massive Tim Schafer fan (who isn't). Click here to watch that:
What else..
Competitive; We built a lot of competitive levels which we're fixing up right now (Oli is hard at working on the UI system for all that) it's a completely different experience from the co-op campaign but which a lot of people have asked for and seem to really love
We had two married couples battling out last week!:
New Platforms: We've managed to get our hands on dev kits for a few new platforms, once we're confident we can bring the game out on these we'll reveal what they are but feel free to use your imagination and it probably wont be far off : )
Interface: lots of work on the games interfaces. I really wish we had more time to drill into these as I'd love to really tweak the feedback the player gets, make sure the interface looks good but also respond well and draw attention to the right information etc etc.
Art We spent some time improving the player models for the game, giving them more character and more detail than they had previously:
Also this:
https://twitter.com/Overcookedgame/status/672387411557662720There's obviously been lots more we've been working on but I think this post might be getting a little long winded so I'll pinch it off here and maybe come back later in the week with a few more bits and pieces.
I'll leave you with this:
https://pbs.twimg.com/tweet_video/CUvr8TsWwAAec2J.mp4