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Sonstiges: Developer Diary - The Creation of a Switch Game

Michael Grönert, am 26.12.2016, Seite 24 von 25

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2016- Part 1: Welcome to the world of video game development!
2017- Part 2: It all begins with a first idea
- Part 3: The requirements
- Part 4: Final preparations
- Part 5: Ready to go
- Part 6: GONG! The first mini game
- Part 7: The Inventory
- Part 8: Saving & Loading
- Part 9: Skill tree & Menus
- Part 10: Achievements & Notifications
2018- Part 11: Day and weather change
- Part 12: Network Gaming
- Part 13: Companion Pet
- Part 14: Support for Android and iOS
- Part 15: Pairs - Find matching cards
- Part 16: Integrating Pairs into GameMaster
2019- Part 17: Statistics
- Part 18: Fizhy
- Part 19: Porting Fizhy over to GameMaster & AI
- Part 20: Creating a Community
- Part 21: Shaders and Particles
2020- Part 22: Overworld Landscaping
- Part 23: 3D manga-style characters
- Part 24: "Cooking" hamburgers together
- Part 25: Character Individualization

Part 24: "Cooking" hamburgers together
Today we're starting another mini game. However, I plan to implement just the basics at first and complete it at a later date. We are also doing it very differently this time: Instead of starting the game as an independent project like we did with Fizhy, it will be built directly into our main game. It will also take place (initially) directly on our "overworld" instead of in a console. The reason for this is that we use our game character directly for it and do not want to design another as a console version. In addition, be warned - the following chapter could stimulate your appetite!

Planning a cooking game
Farm games or cooking games are plentiful. Nevertheless, they can differ greatly in gameplay. I would like to use the game Delicious World as a guideline, which I liked surprisingly much. However, I found that a predecessor of this game (from the same company), is much less fun despite the game mechanics being almost identical. There are little things, such as that in one game an action runs automatically, while in the other another click is necessary. For this reason, good planning with such games is much more important than with many other genres.

The basic principle is easy to explain: we want to prepare food and sell it to customers. Customers place orders and we cook what they want. We collect the appropriate ingredients in our kitchen and use various kitchen appliances. We then serve prepared food to the customer who pays us for it. When a customer has finished eating, we still have to prepare the table for the next few people.

Now we come to the further details which already have a big impact. Depending on how long it took us to prepare the food, we get a larger or smaller tip. If we take too long, the customer leaves our restaurant angrily. An order can consist of several things. So it also matters whether we can serve everything at once, or whether we bring everything individually. We can do that with combo bonuses - more points if you serve everything at once. On the other hand, you can extend the time that a customer is willing to wait for their food if you have already served some of it. This raises the first questions: Does the customer wait until everything has been served? Or do they eat a part and then leave after waiting too long? Will they then at least pay for this part? There is also a waiting time for tables. New customers wait a while when everything is full before moving on. So here is another reason to do everything quickly. Kitchen appliances also take time. Some can work independently, such as boiling water, which only needs to be put on. Others require the presence of the player, such as cutting vegetables. Stand-alone devices may need to be stopped in time, such as removing something from a pot or pan. Others finish pretty much by themselves and cannot start a kitchen fire like a coffee machine.

The menu
In our concrete variant, we initially offer hamburgers. These consist of meat patties which are fried and then served on a bun. Everything else, such as salad and cheese, is optional and will be implemented later. First we take care that we work out the entire process with just this to offer.

Overview of our restaurant

As can be seen in the picture above, we have kitchen equipment (top) with two plates, from which we can take the patties and buns. On the left are two hot plates with pans in which we can fry the patties. Above our item hotbar (bottom) we see a tray with two plates on which we can transport the prepared food to the customers' tables. Three of these tables can be seen, above each the "different" orders are displayed. Progress bars can also be seen directly below the orders, showing how long the customers are willing to wait. Visible customers themselves are not necessary for now.

Frying burgers is fun!

If we press the action button while standing in front of the plate with the meat patties, one is placed in a free pan, if available, and the frying begins. A progress bar is now also shown here. But this one has two levels so to say: First a green bar fills up. If it is full, the meat can be removed. As soon as it is full, a red bar also begins to crossfade it. When it gets full, the meat is burned and can only be disposed of. So it should be removed from the pan in time. But this only works if we already have a bun on one of our two plates on which there is no other patty. So we cannot store the fried food somewhere.

Exactly what we have on the tablet is being ordered here

With the finished burgers on our tablet, we then go to a table and serve them. These then get consumed and leave a dirty table. Finally, we have to clean the table, which is also indicated by a progress bar, and the whole process can start all over again.

The table needs to be cleared and cleaned.

I think you already get a pretty good idea of how it should work. Of course, we also need other ingredients, such as the salad and cheese already mentioned, and other offers such as fries and drinks. I also want to make various things upgradeable - more plates on my tablet, more tables, or a larger restaurant, new food offers. Since GameMaster is all about developing games, this is a good option. Other elements can also be included, such as decorations that affect how long customers are willing to wait or how much to tip. A multiplayer mode, which also works online, has already been implemented. Other players can join in and see the actions of others. However, in the future I will be reluctant to program multiplayer things - Unity has long stated that their underlying network implementations will soon be replaced. Scripts on which my multiplayer depends have been marked as "deprecated" and are not even delivered with the current Unity versions. Therefore, I should assume that in the future I will have to rewrite the entire multiplayer system to keep up with the times.

At the end of today's diary entry I would like to inform you that I am dropping 3DS support. Of course it was to be expected that my project would still take a lot of time and it is unrealistic to implement a 3DS variant so late. Since the 3DS compatibility slows me down a lot and prevents me from upgrading to newer Unity versions, I have now finally decided to drop it.

Next time we want to individualize our game character. So without creating a new one with VRoid Studio, as we did in Diary Entry 23, we will investigate to what extent we can change this within Unity. See you soon!

Do you prefer to read this diary in the developer's mother tongue? Then click here to read this diary entry in the original German language!

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