Game Development: Starting with Healing Players
Chapter 62

Some Changes

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The overall planning for Overcooked was relatively simple.

There was not much to the story—just simple transitional CG animations. Unlike To the Moon and Undertale, it was not a story-driven game.

Maps and levels were the heart of Overcooked.

Combined with the mechanics of chopping ingredients, washing dishes, cooking rice, and preparing meals, the quality of the Level Design directly affected the player experience.

The game would also feature a variety of settings. Each themed stage would use different models, textures, and so on.

Finally, Overcooked's distinctive feature lay in its gameplay design.

Players chopped ingredients, interacted with the map environments, washed dishes, and cooked food.

The numerical values involved determined the game's difficulty and actual feel.

However, this was not much of a problem for Chen Xu.

Through the system's lottery draws, he had obtained quite a few skill books related to numerical balancing during this period.

If he were making a large, data-heavy game such as a MOBA or RTS, he might still find it somewhat challenging.

But for Overcooked, it was effortless, especially with the Memory Capsule to assist him.

Once those aspects were handled, the remaining elements, such as the music and UI, were not particularly important to this game.

In addition, Chen Xu's changes to Overcooked mainly focused on expanding its content.

The Overcooked of his previous life had basically had no MODs.

The workload was simply too great for players to handle.

And game developers certainly would not release their resources.

After all, the core of Overcooked lay in its gameplay combined with its varied maps.

If they opened it up for player expansions, what maps DLC would they have left to sell afterward?

Of course, this was also related to the fact that its development team had never considered that aspect during development.

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