Week 7 Update

Summary

This week, we focused on getting at least one iteration of a day in the game done to present as a working prototype. Also this is really late, sorry it’s completely my fault.

 

Programming

This week, programmers worked on getting the main game logic working with regards to buying ingredients, selling product, and assigning tasks to the employees. Unfortunately, programming wasn’t able to implement employee interaction and a lot of the logic isn’t obvious because of the lack of UI elements to represent it.

 

Art

Art worked on finalizing the design of the bakery, with the assumption that it would present most playable features within one screen. The game would function on the basis of diegetic UI: to assign an employee to sales, the player would have to click on the cash register. This sort of environmental interaction would increase player engagement.


Additionally, two new characters and the outside map had been created for the purpose of the prototype demo.

 

Prototype Build

The working prototype that we created allowed players to go through the first shift of a day. On the first screen, players would choose two of three employees to work for the day. After that, they would choose what tasks the employees would be doing for that shift, such as taking orders or making bread. When each employee has been set up, the screen transitions to the store screen where a timer starts to count down to the end of the shift. On that screen, players can also click on the door to receive deliveries and when they do so, they lose money as they buy more supplies. While the prototype has a few bugs and does not necessarily reflect the timeline we want the game to have yet, it shows that the features we want to implement in the game are possible. Playing the game on a phone, the team realized that the placement of some of the UI elements was strange and that some of the art assets needed to be polished. Furthermore,

The diegetic UI was found to be too confusing.

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