Single player tests went better than expected. To begin with we were banging our heads against a wall trying to make the multiplayer experience fun with only one player performing all of the tasks, and it just wasn't going anywhere, it was still quite entertaining but without a team to divide the tasks between it felt much less enjoyable.
We tried out a number of different approaches:
- One player controlling one chef (not as fun as multiplayer)
- One player controlling two chefs with two thumbsticks (worked for Brothers, but for us. not so much)
- One player controlling two chefs with one thumbstick (similar to the mario cherry power up, actually lead to some pretty hilarious scenarios so we may yet find a use for this one)
- One player controlling two chefs and switching between the two (Now we're getting somewhere...
...we slowed down some of the interactions, meaning you could leave one chef merrily chopping up some veg while the other heads off to wash some dishes, then they swap back etc. we build out some slightly more maze-like levels and then (crucially) we changed up the scenes to only require the player to cook one slightly more complicated recipe.
What this means now is that we have some really cool puzzle levels where players have to find the optimum route to navigate all the chefs around the level and complete the dish before the time runs out. It's different but it's a much more rewarding singleplayer experience than we could have hoped for!)
Oh and for anyone curious the contextual wrapper for singleplayer is that you're playing as a rival
evil cooking corp who are trialing slightly shonky mechanical cooks to try and compete with the brave multiplayer chefs, thus neatly explaining away all the weird player swapping and bizarre maze-like kitchens
THIS WEEK. We have been looking at saving the game and building out our game world/level select screen. Here's a sneaky peak of how it looks in Maya at the moment:
Going for a slightly more abstracted version of the art style from the game Kind of like a toy town version of the world. It's perhaps a little sparse at the moment so I think I'll probably add a little more detail and some particles for snow/fog etc. when we get it into Unity.
More on exactly how it functions when we've got it running (and when we've fully decided which approach we're actually going to go with :D
P.