Prototype Devlog week 6


Vertical Slice Update Week 6:

The vertical slice is slowly starting to represent the core gameplay loop. The player can now mix garnishes and drinks with real time feeback, current mechanics now interact the way they are intended to.

Updates:

  • Colour Feedback: Previously every ingredient changed the colour of the cauldron, I've updates it so that only drinks changes the colour and garnishes remained a neutral colour. This removes the confusion of what ingredients were added.
  • Mixing Tracking: New ingredients added to the cauldron are now tracked, this UI system is still temporary and will be further improved in the future.
  • Ingredient Dropping: Physics have been implemented to both drinks and garnishes, players can drop them into the cauldron naturally with an automatic interaction.
  • Customer Request: Customers can now order multiple ingredients, and reacts based on what the player added to the mixture.

Improved visual feedback + ingredient tracking.

Vision Evolution:

As development progressed we shifted our focus on creating a stable mix and serve loop while adding improvements along the way. This allowed us to focus on creating a gameplay loop with quality and scaled down our original idea. The game is supposed to feel casual and experience based rather than overly complexed mechanics we had originally planned.  We put aside complex mechanics such as the fluid system and will be added in future updates where we see fit.

Scope Change:

Instead of building on complexity we simplified everything and concentrated on the base systems. Once the core is stable, we'll build outwards towards our future goals of:

  • Layered Narrative
  • Innovative lose condition
  • Multiple customers
  • Improved visual and physical feedback
Updated customer feedback

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