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Chapter 62 - Chapter 62: Some Changes

Chapter 62: Some Changes

The overall plan for Overcooked is relatively simple. The plot is no big deal, with simple computer animation scenes. Unlike To the Moon and Undertale, this is not a story-driven game.

Maps and levels are the top priority for Overcooked. Combined with the elements of chopping, dishwashing, and cooking, the quality of the level design directly impacts the player experience. The game also features various scenes, each with a different theme and utilizing different models, textures, etc.

Finally, the most distinctive feature of Overcooked is its gameplay. Players chop vegetables, interact with the map, wash dishes, and cook. Numerical values determine the game's difficulty and overall experience. However, this aspect is not a major problem for Alex.

Thanks to the system lottery, he recently won several number-based skill books. If he were playing a large, data-intensive game, like a MOBA or an RTS, it might be a bit more challenging. But for Overcooked, this was a piece of cake, not to mention compatibility with [Memory Capsules].

Once these aspects were addressed, the remaining ones, such as music, UI, etc., became less important for the game.

Furthermore, Alex's changes to Overcooked primarily focused on expanding the content. In his previous life, Overcooked had virtually no mods. The workload for players to create them was prohibitive, and the game's developer undoubtedly did not allocate the necessary resources. After all, the essence of Overcooked lies in its gameplay, combined with the diversity of its maps. If expansions were available for players, how would future map DLC sales fare?

This, of course, is also because the development team did not consider this aspect during development.

For Alex, Overcooked served as a pilot. Unlike his previous life, games in the parallel world were primarily developed using editing engines. Mods were much more common than in his previous life, and many games relied on modified gameplay. However, in the parallel world, few developers allowed them. Partly due to complications, and partly because opening the game to the public could easily leak core statistics.

Additionally, allowing players to create mods requires refining the game's resource structure and design considerations. This further discourages many designers from considering it. After all, it's a hassle and offers no benefits.

However, Alex clearly understands the crucial importance of mods for any game. This applies not only to indie games, but also to larger games, where mods can add value.

Overcooked is an experimental project. To make it easier for players to create mods, Alex plans to consider the game's architecture, rather than simply opening a port as most mod-compatible games do. This approach would require a significant learning curve for players and hinder the spread of mods.

"For the Creative Workshop community, mods must run through the Nebula gaming platform, which requires a dedicated server for data backups."

"Additionally, changes need to be made to the artistic architecture," Alex typed, as he sketched a design concept.

In this aspect, Alex planned for the game to be modular, similar to Mobile Legends. Various game elements, such as conveyor belts, sinks, cabinets, fire extinguishers, serving areas, gas stoves, and even larger elements like hot air balloons, would be individually movable. Different background themes would be fixed, such as glaciers, common restaurants, and even the Earth's core.

Sitting in front of his computer, Alex gradually refined Overcooked's design. After spending a day and a half finalizing Overcooked's design concept, Alex prepared for a meeting to discuss the new project.

In the small conference room, a group of people sat and whispered. The door opened and Alex entered. Seeing him, everyone rose from their seats.

"Please take a seat. Allow me to briefly explain our upcoming development plans," Alex said. Hearing his words, everyone became excited. They had heard rumors that a new project would be launched soon and were eager to get started. The previous success of Outlast had provided everyone with a substantial bonus. After all, projects are based on money. Success, of course, is key.

Everyone was deeply impressed by Alex's abilities. After all, it was undeniable. His track record with various games since his debut had already impressed everyone.

"Unlike the previous Outlast, this time we are once again developing a large-scale game, primarily with the goal of launching it during the winter holidays."

"But don't worry. This game won't be very big, much smaller than Outlast," Alex said with a smile, observing the audience's expressions.

But then his expression turned a little more serious.

"Although this project is small, it has extraordinary importance for the company's development. I hope to use this game, leveraging the winter holiday window, to gradually expand our platform," Alex said seriously.

As everyone present had signed confidentiality and non-compete agreements, Alex was not particularly worried about leaks. After all, Nebula Games is thriving, and Alex had already revealed the news that the company is about to expand, including big promises. Furthermore, even if they were leaked, it wouldn't be a big deal. Because, who among those who develop video games, especially video game companies, doesn't want to be a channel? Alex knows everything.

However, seeing Alex like this, everyone present was serious, but with greater enthusiasm. They are all young, and no one wants to live an idle life waiting for death in a company without ambitions. Of course, the premise is that the company is truly solid; otherwise, they would be pure talk.

"Next, the game we are going to develop. This is the conceptual draft. Everyone, take a look!"

"After reading it, if you have any ideas or opinions, including game promotion, you can share them."

Alex turned on the projector and the conceptual draft of Overcooked appeared on the screen.

- - - -

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