Game Making

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Cook, Serve, Delicious Update #5.5: Betas/E3 Week


Because the E3 festivities are rollin’ on up in just a few days, I thought I’d do a quick update this time around instead of the longer ones I usually do. Don’t worry, things will be back to normal next weekend…and I’ll be ready to post some first ever screenshots too!
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Cook, Serve, Delicious Update #5: All the Buzz


Today I’d like to talk about the new component to CSD called Buzz, as well as showcase four foods from the menu. Let’s dig in!

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Cook, Serve, Delicious Update #4: Progression


The hardest thing I think to plan for is the length of a game. On one hand, you don’t want to pad it too much and make it “filler” but at the same time, you don’t want the player to unlock everything in a few hours.
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Cook, Serve, Delicious Update #3: Food Bits


It’s crunch time for me right now as I pound out a ton of code over the weekend to come, but I thought I’d share a few tidbits on how the game is progressing so far.
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Cook, Serve, Delicious Update #2: What’s On the Menu?


Ore no Ryomi 2 had the basic idea for a menu down pretty well: all the American items, a dessert, two drink options, and you’re set. With this new game, I’ve had to figure out just how much farther I wanted to take the menu in terms of exotic dishes, and whether they’d make sense in a game like this.
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Cook, Serve, Delicious Update #1: 220XP Earned! Level Up!


The original design docs for Cook, Serve, Delicious had a thorough XP system that tabulated every slice of meat, cheese and bacon you placed on an order. By making, say, 25 burger orders, you’d gain enough XP to level up and add new ingredients/recipes to the food. As worked progressed however, I ended up stripping out all of the XP components altogether.
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