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Coffee Shop Tycoon News

Employee roles and Help section. New update v0.7.0 is live!

Hello everyone! I hope you are enjoying the beginning of Fall and for those with cold weather, the additional reasons for having a hot cup of coffee. The last months have been busy and full of work; I took a coffee tasting and roasting course to help design the Roasting feature while working on improving the employee system to support it. At this point I have a very good idea of what roasting is going to look like and just need to work out some details while implementing it. The artist should start working shortly on the roasters, and I’m also happy to announce that a new developer is joining the team to help bring Coffee Shop Tycoon to 1.0 and out of early access.
For v0.7.0 the focus was on improving the employee system in the game, adding original music, and finally adding a Help manual in-game, there was also a lot of work around polishing existing screens and fixing existing bugs.

Employee roles

Employees haven’t been very specialized in the past, while you could recruit someone with better barista skills, in the end the total impact was just a sum of the barista skill for every active employee. So, you could have an employee that was great all around and there was no reason to have one skill prioritized over another. With the addition of roles, now not all skills are relevant, starting on v0.7.0 now employees need to have assigned roles, you can choose a Cashier role or a Barista role, these roles can be exchanged any time but only the highlighted skill is active. You can also assign both roles to one employee when starting out but the performance of each skill will be decreased.



Skill progression was updated to consider roles, now, an employee skill won’t improve automatically if it is not in use by the current role, for example, a Barista will end up with a low Service skill over time unless that skill is specifically trained.

To support this feature, a new employee screen was added, from here you can assign, unassign, fire, specialize, train, update roles, adjust salaries, and check all current stats and active boosts. You can access this new screen by clicking on the employee or through the bottom employee menu.



The roles of employees are removed when they are unassigned, only active employees will have roles assigned to them.

Inspiration moments

Another new feature for employees is “Inspiration moments”, previously, the only boost that employees could have was through the salary, now, depending on the role that your employee is currently performing a random inspiration moment can occur. Inspiration moments are more common for higher level employees and will have better perks. These are some examples of the type of boosts your employee can get:
  • Coffee is brewed X% faster
  • Instantly brews next X coffee batches
  • Reviewer scores higher
  • Customer X% more likely to order twice

[previewyoutube][/previewyoutube]

Original Music

I am also happy to announce that Coffee Shop Tycoon now has original music! I had the opportunity to work with the talented Chris A. Yenney on four new songs for the game including a new title screen song. I hope you enjoy listening to them while building your coffee empire as much as I did. You can follow Chris on twitter @chrisayenney or visit him at https://chrisayenney.com/ to check out other projects.

Help Section

This has been a top request and something I’ve been wanting to add for a long time. Tycoons can sometimes be overwhelming, there are usually many systems in place and it can become frustrating trying to understand everything from small tutorials that can’t be replayed, for that reason I am adding a dedicated help section in-game that you can check any time. New topics will also be unlocked while making progress in the game to keep the current help sections relevant to your progression.



UI Polish

Through the development of Coffee Shop Tycoon, I’ve been evolving the UI design, however some screens hadn’t caught up, for that reason, I spent some time going through all the screens in the game and updating them to match the latest design, also did some tweaks to that design to have a more pleasant aesthetic. I hope you enjoy controlling your coffee shop from these improved screens. There is still some work around making all scrollbars look the same but in my opinion that is at least less distracting than a different color scheme and title placement.



Tweaks to Beans, Food, and Ingredients quality

I tweaked the quality of coffee beans, food, and ingredient crates to have a higher impact on the customer happiness and reputation, as a side effect, all current supplies in your shop will show 1 star even if they were higher quality. New orders will show the correct star rating.

Bug Fixes and Misc

Finally, this update also includes bug fixes, and some minor changes:
  • Fixed collision on three chairs (Chea, Isu, Anrakuisu) that prevented customer from reaching the chair.
  • Specializations are now disabled when unassigning or transferring the employee.
  • Fixed horizontal scroll in employee bottom screen.
  • Fixed cashier collision on “Fancy Station”
  • Fixed employee slot on “Japanese Station”
  • Fixed Japan décor ratings
  • UI bugs
  • Added confirmation dialog when exiting hiring screen after interviews.
  • Now there is no limit when hiring employees.
Next Update

As some of you know, next update is all about Roasting and a new location. Art work should start this weekend, design is almost done and development has already started. I will be posting some development updates along the way to share some of the exciting features coming to the game. Thanks for reading this far and enjoy your coffee.

Follow me at @riffstudios on twitter for more updates.

Update v0.6.6 is out

Hello everyone! After the latest update some players started reporting two major problems, first problem was that coffee beans were getting instantly old and second problem was around crashes in general.

I tracked the bean issue down to an error while parsing the text resource files that include the rate at which coffee beans get old. Basically, this value is represented with a text like this "0.11", converting this into a number worked correctly before, but with the engine update I now needed to specify a format as some countries represent decimals with commas which causes issues while loading these files. I went ahead and applied the same fix to any number that is parsed with similar methods in the game, which should resolve a number of other unreported bugs,

Another major report was around game crashes, I had a look at the top crashes and applied several fixes, some of the crashes didn't have enough information to accurately say for sure what was happening, but for those crashes I restructured the code in a way that should give me more information in case it still crashes.

I'm working towards the next update and I will keep doing these minor bug fixing updates for anyone that hits major problems while playing the game. Your reports and feedback are very valuable to me, so please post anything that is on your mind on the forums, message me directly to @RiffStudios over twitter or send an email to [email protected].

Again, thanks for playing and enjoy your coffee.

v0.6.5 is live for everyone!

Hello!

Update v0.6.5 is now available for everyone, this update includes fixes for pathfinding (customers getting stuck), ground work for localization, and a new engine. You can read the full details here:
Update v0.6.5 Full Details

As part of the update I also refreshed the start screen and updated the Riff Studios logo, I hope you like the new logo and the new screen as much as I do.



[h2]About saves and launching the game[/h2]

A side effect of updating the game engine is that some file paths had to be updated, if you played the beta you might have noticed your saved progress was not there, this was due to the paths having different names, this problem is fixed now and you should see your previous save on the beta and live.

For those curious, your save is stored here:
C:\\Users\\\\AppData\\LocalLow\\Riff Studios\\Coffee Shop Tycoon

The beta was incorrectly storing the save here:
C:\\Users\\\\AppData\\LocalLow\\Riff Studios\\CoffeeShopTycoon

If you have problems launching the game after the update or if you don't see v0.6.5 simply restart steam.

If for some reason you want to stay with the save file used for the beta, copy the files in the folder named "CoffeeShopTycoon" to the folder called "Coffee Shop Tycoon"

[h2]Next Update[/h2]

I'm currently working on the design and timing for the next update, I don't have specific details that I can share with you but I can tell you this little detail about the update, are you ready?
...
[h3]Roasting!!![/h3]
...

Yes! I'm working on adding coffee roasting to the game, I'm already thinking on how some systems will need to be changed to accommodate for this, including the employee system and the rating system, which means that while I work on this update there might be a small update in between that improves these systems just to give you something new to play with while roasting is complete, I will be sharing more updates on my social media Twitter(@RiffStudios) and over here when I have enough pieces done to write an announcement. I'm also switching to a different source control which should allow me to post more game updates while I'm working on large features, before, I was using Unity Collab which doesn't support branching, now I'll be using git instead, I've worked on so many nightmare merges that I feel I have sharpen my skills enough to outweigh the cons of git.

Please post in the forums, message me directly on twitter, or email me at [email protected] if you have any problems with the game. Thanks for playing and enjoy your coffee.

Update v0.6.5 live for everyone!

Hello!

Update v0.6.5 is now available for everyone, this update includes fixes for pathfinding (customers getting stuck), ground work for localization, and a new engine. You can read the full details here:
Update v0.6.5 Full Details

As part of the update I also refreshed the start screen and updated the Riff Studios logo, I hope you like the new logo and the new screen as much as I do.



[h2]Next Update[/h2]

I'm currently working on the design and timing for the next update, I don't have specific details that I can share with you but I can tell you this little detail about the update, are you ready?
...
[h3]Roasting!!![/h3]
...

Yes! I'm working on adding coffee roasting to the game, I'm already thinking on how some systems will need to be changed to accommodate for this, including the employee system and the rating system, which means that while I work on this update there might be a small update in between that improves these systems just to give you something new to play with while roasting is complete, I will be sharing more updates on my social media Twitter(@RiffStudios) and over here when I have enough pieces done to write an announcement. I'm also switching to a different source control which should allow me to post more game updates while I'm working on large features, before, I was using Unity Collab which doesn't support branching, now I'll be using git instead, I've worked on so many nightmare merges that I feel I have sharpen my skills enough to outweigh the cons of git.

Please post in the forums, message me directly on twitter, or email me at [email protected] if you have any problems with the game. Thanks for playing and enjoy your coffee.

Update v0.6.5 on BETA for Windows

Hello everyone, a new version is available for beta testing, this update is focused on fixing some annoying bugs and also has a lot of work that will take Coffee Shop Tycoon to new audiences in the future. I'll start by talking about the bugs that were recently fixed and the two major changes that I've been working on during the past two months. Finally, I will share some exciting news about the music of the game.

Pathfinding

Wow, switching a legacy path-finding system on a released game is really annoying but I think I'm seeing the light at the end of the tunnel. A little history behind path-finding, the game used to have a grid like navigation system, when you placed a chair or a table an area of the grid would be blocked and customers walked around the obstacles, this worked great but it was a very limited system, it didn't really support things like putting tables against walls, or expanding stores. For that reason, I switched to the NavMesh system provided by Unity, this basically calculates a walkable area using the actual 3D models of the objects and a customizable humanoid shape. This new system really opened the doors for a lot of the features and improvements I have added lately, but it came at a cost, now that you can be more flexible moving things around and expanding shops, it is more likely for customer to get stuck. The problem is that the customers in your store are not super smart, so in some cases they don't know what to do when a table is blocked or they end up in weird spots.

For this update I spent a long time looking at these flaws and finding ways to fix them. I don't think the system is perfect yet but it certainly handles most cases gracefully so you should not be seeing those annoying bubbles over your customer's heads that often, here is a comparison of the changes.

[previewyoutube][/previewyoutube]

As you can see in the video, customers looking for a new table would get stuck if selected table was blocked, and customers that were on their way to a table that was previously reachable would also remain stuck if something blocked the path. Now with the changes, customers have a way to detect if tables are reachable and leave or find another table if that is not the case. Customers now also navigate directly to chairs instead of the middle of tables which should fix other similar bugs. The colliders of all tables were also updated to account for these changes.

Supporting other languages

Another feature that I consider very important for the future of the game, and something that needs to get done before the game keeps growing is localization. The game was not designed with this in mind and I have gradually learned new best practices and how to better support multiple languages. During these months I have worked on building a language system for the game and extracting all in-game text from code, I was able to finish this first phase and have extracted over 400 lines of text. The remaining text that needs to be localized lives in some text resources like the store's furniture and drinks catalog, and UI controls. After I'm done extracting those, I will have a text file that translators can use to provide new languages to the game. Since this update has changed quite a lot of places that handle text, please report any bugs you see related with text, especially if you see text that looks like this "boost.rivalTrend.title", these are strings used to identify localized text, so if you see those instead of the actual text, something is not working.

Updating the game engine

Another big item that needed work was switching the Unity version used by the game. There are many problems that are caused by bugs in the engine code, especially crashes. Targeting an old engine version was also bringing a lot of problems when building for Mac, as the backwards compatibility between macOS and old Unity builds is pretty terrible. Now that Coffee Shop Tycoon uses a pretty recent Unity build, I will be able to use the latest tools for building the game, support more platforms, and hopefully have less problems with random crashes caused by the engine.

Game launch settings is going away

As part of the engine update, the launch window where you can select the game graphics settings is going away. Instead, you can now change the resolution from the settings menu in the game.

Original music coming to the game

As some of you may know already, there is new original music coming to the game! The current music used in the game is under a Creative Commons license and is not original music. Chris A. Yenney will be the composer behind the music of Coffee Shop Tycoon, he is currently working on the new songs and I am looking forward to sharing them with you when they are ready, follow Chris on twitter (@chrisayenney) where you can find more about his awesome work.

I'm going to be working on polishing this build and getting it ready to go out of beta, meanwhile if you find any issues while playing the beta please post your problem under the pinned thread, I will be taking special attention to those bugs and getting them resolved before the beta is over.

As always thanks for all your support, and enjoy your coffee.

Follow me on twitter (@RiffStudios) for more updates, and feel free to DM me if you are having issues or simply if you are having fun with the game.