Overview If you take a look at my update schedule you might have noticed that I missed out on last month oops. I apologize for that but I went on a short break and now I'm back ENERGISED.
In this update4
Full notes
Full The Perfect Bowl update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions3 changes0 removals
Gameplay
UI and audio
addedOverviewIf you take a look at my update schedule you might have noticed that I missed out on last month oops. I apologize for that but I went on a short break and now I'm back ENERGISED. Thanks to the break I was able to come back with fresh eyes, new perspectives, and new ideas!
changed"Ailment" SystemI was able to come up with the idea that I think would work to help tie the narrative closer to the gameplay. I intend to bring forward narrative part about "helping customers" and "changing their emotions" by treating it almost like a doctor-patient relationship except that you get to choose what ailments you cure with your ramen.
addedReworked Flavour SystemFrom playtests and with the addition of the "Ailment" system I have also decided that I would reduce the number of flavour options to just Hearty, Light, Intense, and Smooth. This not only reduces the amount of writing work needed but balances well with the new "Ailment" system.
addedOverhauling Store UITo be honest looking back at the previous version of the Shop UI, I could have put a lot more thought into it which is why I reworked its UI. I am much happier with this version as its a lot easier to understand (taken inspiration from shop menus from other games like animal crossing) and also incorporates the new icons and graphs for the upcoming features.
changedOverhauling Assembly UII had a similar problem with the assembly UI but the feedback on this was more prominent. I'm trying for a more sleek solution taking inspiration from MacOS and other games like Tiny Glade ---
addedIf you take a look at my update schedule you might have noticed that I missed out on last month oops. I apologize for that but I went on a short break and now I'm back ENERGISED. Thanks to the break I was able to come back with fresh eyes, new perspectives, and new ideas!
changedI was able to come up with the idea that I think would work to help tie the narrative closer to the gameplay. I intend to bring forward narrative part about "helping customers" and "changing their emotions" by treating it almost like a doctor-patient relationship except that you get to choose what ailments you cure with your ramen.
addedFrom playtests and with the addition of the "Ailment" system I have also decided that I would reduce the number of flavour options to just Hearty, Light, Intense, and Smooth. This not only reduces the amount of writing work needed but balances well with the new "Ailment" system.
addedTo be honest looking back at the previous version of the Shop UI, I could have put a lot more thought into it which is why I reworked its UI. I am much happier with this version as its a lot easier to understand (taken inspiration from shop menus from other games like animal crossing) and also incorporates the new icons and graphs for the upcoming features.
changedI had a similar problem with the assembly UI but the feedback on this was more prominent. I'm trying for a more sleek solution taking inspiration from MacOS and other games like Tiny Glade ---
Overview
If you take a look at my update schedule you might have noticed that I missed out on last month oops. I apologize for that but I went on a short break and now I'm back ENERGISED. Thanks to the break I was able to come back with fresh eyes, new perspectives, and new ideas!
(Future) Features
"Ailment" System
I was able to come up with the idea that I think would work to help tie the narrative closer to the gameplay. I intend to bring forward narrative part about "helping customers" and "changing their emotions" by treating it almost like a doctor-patient relationship except that you get to choose what ailments you cure with your ramen.
When conversing with customers before serving ramen, there will be critical moments during dialogue options that essentially forces you to choose which ailments to affect the customer. I believe this would be a suitable abstraction of the moments in real life conversations where someone opens up and shares their troubles and worries.
It is then the goal of the player to "cure" or ease these ailments through their selection of toppings. Eventually later in the game, customers can also make specific requests that needs to be fulfilled. For example, they need to have carrots as one of the toppings.
Reworked Flavour System
From playtests and with the addition of the "Ailment" system I have also decided that I would reduce the number of flavour options to just Hearty, Light, Intense, and Smooth. This not only reduces the amount of writing work needed but balances well with the new "Ailment" system.
The function of the flavours remain the same which is to unlock dialogue options after serving the ramen bowl which can change the story ending of the customers.
(WIP) Features
Overhauling Store UI
To be honest looking back at the previous version of the Shop UI, I could have put a lot more thought into it which is why I reworked its UI. I am much happier with this version as its a lot easier to understand (taken inspiration from shop menus from other games like animal crossing) and also incorporates the new icons and graphs for the upcoming features.
Overhauling Assembly UI
I had a similar problem with the assembly UI but the feedback on this was more prominent. I'm trying for a more sleek solution taking inspiration from MacOS and other games like Tiny Glade ---