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JUNE UPDATE

Features



[h2]Basic Credit System (top left popup in gif)[/h2]
A pretty simple but I think important mechanic in the game.
The credit system essentially limits the player from being able to spam all the ingredients at once when serving a customer.
This provides some sort of framework that the player needs to work around in order to get to a result that they would like. Hopefully this would help breed some creative thinking when assembling the bowl. Once player testing starts, I'll be able to refine this even more.
This mechanic pulls second duty by providing an immersive element to bring the player deeper into the world (which I would get to sometime in the future).

[h2]Basic Flavour System (bottom left popup in gif)[/h2]
Another core gameplay mechanic that is the bridge between the Ramen bowls and the characters that the player would interact with.
The flavour system is just a bunch of stats that is kept track as players add elements to the bowl. Each flavour stat corresponds to a character trait that it can affect.
The idea is that each of these flavour types affect a character trait and based on the resulting profile, the appropriate storyline would continue in that direction.
It is currently in a very basic phase just showing the values as text. Eventually it would be represented in a heuristics graph form.

This is how I assign the flavour-character traits pair:
  • Hearty => Disagreeable (Less flexible in their thinking)
  • Light => Agreeable (More flexible in their thinking)
  • Rich => Outspoken (More willing to share ideas and put them on the table)
  • Refreshing => Reserved (More analytical about the situation before coming to a conclusion)
  • Rough (couldn't really find a better word for it but its in the realm of feeling after you eat a spicy
    Ramen) => Straight Forward (More likely to get straight to the point)
  • Smooth => Delicate (More likely to ease into a topic for conversation)


[h2]SFX & BGM[/h2]

I had a very particular vision of using a radio for the BGM. With some research I was able to use the audio effects provided in Unity to do a simple but effective radio sound.
I think it would be pretty fun to have an actual interactive radio within the game to help with immersion but I'll put that on the back burner for now. I would also like to implement an option to tune how much of the radio effect to have as I'm quite sure not everyone likes it.

Bug Fixing
  • Stored images are deleted as well when a Preset is deleted
  • Topping outline is hidden when not in the correct interaction mode
  • Polaroid previews smoothly transition to next Preset preview now
  • Disable saving of Presets if any topping is not in a bowl
  • Topping transform panel becomes hidden when in camera mode
  • Trouble with github pull requests
  • Fixed random ui value change after merging to master


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