Store, Upgrades, Rat animations and Npc Accessories (Devlog 5)


Time for a devlog yippee! So this week we've been working on Store, Upgrades, Rat animations and Npc Accessories. 

The rat character animations are done finally! They're implemented into unreal, i had alot of problems with maya and unreal so it feels good to have those working. I may also need to do a falling over and getting up animation later, just depends on whether we decide to implement the ghost ideas or level hazards. Also, i've completed the Mothman NPC uvs, and i've done a texture. Here's the rat character animations, they are a little clunky and could use more refining later, And the Mothman model.



Npc Accessories

Theres been progress with models for npcs to wear to make the npc dialogue and who to kill mechanic more in-depth and important. Having text that needs to be actually read, say saying a story about how the rat king got screwed over by a person in a cowboy attire, will make the kill have more reason and story. Also seeing the NPCs in funny hats is cool and epic. Here's some that've been done so far:





Store and Upgrades 

So for the store it pops up at the end of a level, Or at the start of a new level (Depends on how you look at it). This is where the roguelike aspect of this game comes through. We will experiment through testing on how we introduce upgrades, like which upgrades can be used on each level, if we keep all upgrades available through each level etc. I also think having some upgrades be general speed things like chopping food, cooking and walking speed will make the kitchen clean up/renovation feel seamless progression wise. Heres the progress on the shop and upgrades (2nd gif is newest version)

And that's about it, cya.

Get Killer Cooking

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