In this update4
Full notes
Full Team Ice Cream VR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
Team Ice Cream VR changes
Welcome to our third weekly update!
For those new here, we post weekly updates with a goal of being completely transparent with our progress. Comments are open to everyone and we would love to hear your thoughts!
So What's New?
Like last week, this one is going to be more reasonable than our first one, which turned out to be more or less a novel. Let's start by covering our goals from last week and see how we did:
Plans for Week 9
Task ETA Steam post image Finish the menu system End of Week 9 Steam post image Start work on end-of-round screen End of Week 10 Steam post image Implement actual menus using the new system End of Week 11 Table shows up-to-date progress along with previous week's ETA targets.
We completed all the tasks we set out to do yet again and the project is even running slightly ahead of schedule. We actually made some headway with the menus and the post-game screen, so we have something visual to show you today! ːsteamhappyː
End-of-Round Screen
Our current vision for the end-of-round screen. Subject to change. A lot.
The current mockup for the end-of-round screen (the screen shown at the end of a game round). It shows:
How much was earned from tips
How many ice creams were sold in total
Number of happy and unhappy customers
How much money you have (previously earned tips + tips earned from this round)
Expand for more info
[expand type="showmore"]
Day Detail Detour
The more eagle-eyed among you may notice the title of the screen ("Monday.") That's because the game's pacing is be determined by the day of week. Each weekday increases the pace, thus increasing the potential for profit, but also the difficulty level.
That is to say Mondays are pretty slow and laid back, while Saturdays are the most active. (Sundays are your day off, naturally. It's important to get some rest! ːsteamboredː) You can set which days you want to work and find a happy balance between difficulty and fun.
More Stats?
Based on some feedback we have received, some people want significantly more statistics. Detailed statistics such as a breakdown of the customer's experience (including wait time, what the customer disliked about the order etc) and a more detailed income and expenses sheet.
This would be implemented in the form of a box next to the current screen that shows details based on which item is selected.
What do you think? [/expand]
Main Menu Mockup
Our latest menu mockup.
There isn't quite as much to say about the main menu. We have a basic mockup, but it is still very much subject to change as well. If you have any feedback, we would love to hear it!
Plans for Week 10
| Task | ETA | |
|---|---|---|
| Steam post image | Take new screenshots of updated visuals | End of February |
| Steam post image | Create a new trailer featuring updated visuals | End of February |
| Fix highlight bugs | End of Week 10 | |
| Implement end-of-round screen | End of Week 10 | |
| Implement actual menus using the new system | End of Week 11 |
Table shows up-to-date progress along current ETA targets.
The plan for the end-of-round screen is to be implemented in code before the end of the week, but its appearance may still change after that depending on the feedback we receive. That's why it's set for end of week 10.
We also discovered two bugs with the highlight effect. One where it sometimes remains on despite the target no longer being in focus and another where the lowest quality setting hides it completely. This should be fixed by next week as well.
That's it for this week!
Want to keep track of our progress? Check out this post on our Steam discussion forums, it has a lot more details on what we hope to accomplish and by when we hope to be done.
Source
Changelog.gg summarizes and formats this update. How we read updates.
