First off apologies for the appallingly long delay on this update, we've been working really hard on the project over the last few weeks and have started to make some real headway. Definitely the hardest part about indie dev so far has been balancing making the game and remembering to actually tell people about it!
RujiK - Thank you! Glad you like it, really hoping we have a bit more time towards the end of the project to add cool features like the one you suggested : )
@Ishi - We do a little bit, but we could definitely do more, at the more it tries to track the characters as they move by panning but I think this actually impacts player accuracy a little so we're tempted to try zooming rather than panning. Also I'd love to try and add more camera shake and general play feedback using the camera!
@Strkl - Thanks so much! Yeah, it's make a big difference to the visuals I think!
What else?! We have been prototyping a 'dash' button which allows players to move in quick short bursts (Currently allows the player to dash through walls so might need some tweaking
)
So what have we been up to...
As discussed earlier the visuals have come on a long way. Here's a pic we posted on twitter which shows off our new lighting quite well:
What else... we now have a first pass trailer which is looking and sounding really nice, needs a little work before we can share it, hoping to show it to a few publishing types to gauge their reaction before we can share it with the wider world : )
This week I have been really knuckling down on levels. We now have roughly 25 playable levels (some fully arted up, some... less so!) here's a few tasters:
One of the harder levels in the game, this one requires players to manually rotate the outer rooms to access them. (For the eagle-eyed among you, this level has now been updated so that the side corridors no longer clip with the rotating rooms and their are more ingredients on offer than simply Meat :D)
Inspired by the Uncharted series this level involves moving between two moving food trucks to cook up some tasty burgers!
Other new levels include: Our first pitch dark levels which require players to memorize the location of different kitchen appliances. A control room level which requires half (or less) of the team to man a series of pressure switches to help the other player navigate through the kitchen beyond. A boat level which slide in 4 different directions, each time revealing new paths and closing off old ones.
Now that we have a good selection of levels we're going to throw them into a world map and give them a rough unlock order so we can start testing that side of the flow.
Love to hear any thoughts of any questions you guys have. There's so much of the game we haven't shown yet so feel free to fire away : )
- Phil