3 years ago

Cosmo's Weekly Update!


Bryan - This week I rubbed shoulders with royalty by outfitting alien ambassadors with regal attire. These special versions of aliens appear at the end of their respective alien day event, which introduces a new species of customer. Rather than ending the round automatically like most days, these special events require interaction with an alien ambassador to usher in a new species of customer. The main point of this is to allow players some time to enjoy the Quickstop’s special decor after the event and give them an opportunity to interact with aliens they’ve never seen before without the stress of chores getting in the way.

Lauren - This week was awesome because I got to reach out to streamers about our demo and make some really cool Tiktoks to show off different features in the game. Next week I'll be playing through the game and you'll get to see upgrades and various tasks! Also, we have so much unreleased secret puppet Cosmo footage that I think you'll enjoy! Keep an eye out on our socials!

Ian - Menus, menus, menus, menus. This week I have been overhauling all the menus from the ground up. This means everything! Tons of new options, including split player camera sensitivity, tip window visibility, alert beeping, proper resolution options, even music track selection. Also new pause menu maps with proper goal display and the new ability to restart your day (sheesh that's a lot of new options!). Working on menus is never very glamorous but they are a crucial part of any game. Giving the player the ability to tweak their play experience can change something from unplayable to a 10 out of 10 with a simple press of a button. However, they are certainly a pain to design and implement. So many micro decisions on what goes where and how things interact can quickly turn the process into a slog. But knowing how powerful they can be in changing a player’s experience for the better is enough motivation for any game designer to make them the best they can be!



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