Collisions in the kitchen


Overview

In our last devlog, we introduced the concept and mechanics of our game set in a culinary environment with a twist of sabotage and detection. This update will focus on the recent additions to the game's development, including significant changes and new functionalities.

Recent Additions

Camera Implementation

We replaced the multi-camera system with a single fixed camera for both players. This change enables them to observe each other's actions, providing an opportunity for analysis and strategic planning against one another. This setup adds a sense of antagonism between the characters, creating an underlying feeling of silent warfare between the chef and the waitress, as they can seeeach other simultaneously while the customers remain unaware of their actions.

Map Redesign

The map has been completely redesigned to offer a space where both characters can appear and it might look in propper place. The new design gives each player a certain territory and they can't go to each other's side, enhancing the feling of a war at work and making the multiplayer experience better in every sense, now with the players being able to see each other and interact through the table that separates the kitchen from the dinning area.

Object Collision and Interaction

We've implemented a collision system for objects in the game. This means that players will now experience more realistic interactions when navigating through the map. Additionally, players can now pick up *and* drop objects, adding a new layer of interactivity to the gameplay.

Timer for Victory Condition

We have introduced a timer system as a first step toward implementing a victory condition. This timer sets a time limit for gameplay, adding a sense of urgency and guiding players toward achieving specific goals within a set timeframe.


Current Focus

Our current focus is on refining these new features and integrating them into the existing game mechanics. We'll be implementing the dish-making mechanics for the chef and ideally a customer. 

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