Untitled Kitchen Horror Game banner

Untitled Kitchen Horror Game

8 devlogs
12h 8m 42s

In the very very early stages of prototyping (ON HIATUS)

diceysnikey

Hey, i’m back! And i did quite a few things.
First of all, I separated the dragging logic from the patty script to its own script and inherit it. This is so i can possibly add other food items later on, and so its not that complex to look at.
Then I fixed a bug with the detection if the grill is currently occupied or not. I repurposed the ZIndexSystem autoload to be a PrepArea autoload, meaning it also holds the global variable for the grill occupation, making it easier. This let me save some signals.
Lastly, I added a coooking sound and made the audio to be 2d spatial. My camera has a AudioListener2D as a child, and the patty has a AudioPlayer2D. So when the camera is faced up, the cooking audio gets quieter.
And thanks to Flavortown-utils, i can also show my code here without long screenshots. I’ll test this one time to see if its better:
lol
The body was too long so i couldn’t fit all the code. Next time i’ll do the screenshots again. If you have a better way, please tell me

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diceysnikey

Motivation is still not back 100%, but at least i did something.
I added a main menu and the “Pitch button”. The pitch button is supposed to keep the monster away with a high pitched sound. Because I don’t want to destroy my ears when testing this thing, I put a placeholder in its place.
As always, please give me any suggestions about literally anything. QoL, gameplay, whatever. Although I will focus on any visual stuff very late in dev.

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diceysnikey

I implemented snapping to the grill, and a z-index sorter. Not much to talk about since it went pretty fine. The grill snapping was a bit hard to figure out, but i just used some signals to see if the grill is already occupied and if it can snap to it.
The z-index sorter is literally 3 lines of code. I also did some misc fixes yesterday but i honestly forget what those were.
Also, based on the code or video, I would be pretty happy about some suggestions for gameplay and/or Quality of Life changes!

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diceysnikey

I added the order system!
The part i was most stuck on was figuring out what an “order” is exactly. I needed a global list of current active orders. I tried to do this with a dictionary first. The problem with a dictionary though, is that you can’t have duplicate keys. Meaning if i have a “Patty” order with the value of “2” and another with the value of “1”, that just wouldn’t work because the dictionary would overwrite the current “Patty” order with the new one, because it cant have duplicate names.
So then i tried it with nested arrays. One order would be an array of the name and value, thats then nested inside the global orders array. I think that could have maybe worked, but the nesting was too complex. And i found out about a new, better thing:
Custom classes! So I made an OrderEntry class that has a string and integer for the name and value of the Order. This was so much easier to implement everywhere instead of a dictionary or nested arrays.
Also, while writing this current text, I noticed that i used a nested array in the monitor script. I thought i had a good reason for doing so, but after looking at the code, it seems like i could just get rid of the nesting and access the order values directly. I’ll do that next devlog.
Also (2), I redeemed the smolhaj. I thought i needed to mention that. It definitely gives me motivation for the project, ;)

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diceysnikey

This is a small one today. Didn’t really have the motivation to do something big, so i just laid down the foundation for the order system so I can start coding it tomorrow.
I guess I’m just a little tired from yesterday

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diceysnikey

This took waaaay longer than it should have.
First of all, i switched to the very new Godot 4.6 (yipee). Then i also made the camera smooth, forgot to show that in the video.
But the real time eater was adding a simple border for the patty to collide against. It was all so confusing and slightly off and bla bla bla that my head actually began hurting. The issue is, for some reason i decided that a few days ago, the areas aren’t centered at the top left, but at the top center?? When i wanted to change that, i was already too deep into writing code for this version that i just gave that up. I spend like actually an hour figuring out why there was a fricking small distance between the patty and the walls, only to see that I didn’t apply the 0.771 scale for the sprite. I’m just happy that this thing is finally done. Next up is ACTUALLY the order system, I got carried away, hard.

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diceysnikey

I added a cooking and disposing system for the patties. There are three states a patty can be in depending on their cookedMeter:

  1. Raw (cookedMeter < 50)
  2. Grilled (50 < cookedMeter < 80)
  3. Burnt (cookedMeter = 80)
    You can cook the patty by placing it on the grill, and dispose of it by placing it on the bin.
    Next up is probably the order system
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Comments

diceysnikey
diceysnikey about 1 month ago

Note to myself: Change the upperviews colorect to ignore mouse

diceysnikey

First devlog of this game! I want to start off with saying that all visuals are placeholders. Like my previous game, i will focus on the visuals when the gameplay is fully done.

The core game idea I want to go for is: A horror game inspired by Portaboy, where you have to cook and simultaneously keep some kind of monster away from you. The lower area is the prep area, and the upper one is the monster view.

I started off with making the two areas. The blue borders are for the maximized window, so it doesn’t show black bars. Then i made a camera that you can move with W&S to move up or down.

The second thing I added was the burger patty. You can drag it around and drop it. This took a little bit, because of a bug where you could drag the patty from anywhere. I fixed it though.

The last thing was the patty spawner. Clicking it will, like the name says, spawn a patty. This was a bit annoying because the spawner was a button at first, but due to overlapping collisions, the spawner was always picked over the patty. So when clicking the patty while its on the spawner, it would trigger the spawner. I fixed this by turning the spawner from a button to an area2d.

And that’s pretty much it for this one. I plan to add a cooking and burning system next.

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Comments

diceysnikey
diceysnikey about 1 month ago

Also, for any future devlogs: Ignore the print functions. They are just for debugging and i forget to remove them sometimes