

Hey y’all! First off, a big thanks to everyone who gave feedback for the gameplay trailer I released last week! It’s been such a great ride and I’m just overwhelmed by the positive enthusiasm in both the comments and posts elsewhere on the ‘net. It’s already over 10,000 views, which is great as I was hoping to reach that number by the end of the month. Outreach and building a base of fans was a huge goal for this year, and is something I’m constantly striving for. I think marketing and global outreach is another topic that would be good for a Gamasutra column, as it’s so much different than it was just a few years ago. Maybe I’ll write one later this year.



Speaking of the trailer, there are a few fun facts and some clarifications I want to talk about. Such as…

• The music in the trailer is a new rush hour track for the game by Jonathan Geer, composer for this game and my *secret game* that I’ll start working on after CSD 2 is released. He’s also done the Owlboy soundtrack, which is finally getting a release this year! Woo!

• The footage was from the alpha version, and is missing a lot of final effects. For instance, the backgrounds are entirely stationary in the trailer. In the final game, you’ll have clouds moving across the sky, planes and other vehicles off in the distance, and perhaps even some more restaurant activity.

• It was a hot alpha release, and had a few bugs in the trailer. Pretzels would not have side dishes ordered along side it, for example, as that would be a simple food with a new detractor trait. But in the trailer it shows two side dishes of green beans missing. There are a few other bugs that I saw that’s not really worth pointing out but that was a big one I wanted to clarify a bit.

• Most of the UI on the top (the combo meter and the time/buzz/money bar) was added in late last minute and is the most non-final asset in the trailer. It may change significantly, or not at all, it’s hard to say.



• No voices in the trailer as well, but don’t worry, they’ll be back in the final! I’m thinking about doing an open call for people to do their best customer voices and having the chance to be in the game. We’ll see how it goes!



After launching the trailer on Thursday I took the last four days off to catch up on some other things I’ve been putting off, and basically relax until I start working pretty much non stop until the game is released. It’s been a real nice mini-vacation but I’m eager to get back to programmin’.



What’s going to happen immediately is I’m gonna fix the bugs I saw in the trailer, and replace a lot of the things that were held together by duct tape for purposes of shooting the alpha trailer, and begin some of the engine work that I need to do before progressing further (like offloading all text to an external text file for translation purposes, etc.). That should take a few weeks, and that’s the kind of boring stuff that doesn’t show in photo/video updates.



After that I’ll be getting back to adding new stuff to the game and I’ll have more screenshots to share around that time. There probably won’t be another trailer until early next year; I wanna focus on getting the game closer to completion for the new 2017 release date. I’m even thinking about live streaming some coding sessions…it wouldn’t be a big deal and I’d probably only get five viewers or so, but it could be fun, I dunno! :D

There’s still a lot of work to do for sure, but I’m super excited about how the game is shaping up and I’m so thrilled that many of you agree based on the trailer feedback. This is gonna be the most delicious game ever.

