game discontinued read reasons here (or scroll down)
Hello fellow devfourmians, i am back with another devlog, this time about a game HEAVILY inspired by Little Shop Of Junk (please go play it if you haven’t) when i heard they were making it into an actual full game, I was hyped…
jokes aside, I didn’t think its right to post a devlog without any progress, so I worked on the game for a few weeks. Ill get you up to speed:
Week 1: I created a simple placing system, an ordering system and made it look more polished:
Week two: made a map and a time system for the customers to come in. AND a npc walking to counter thing… (I gave up on pathfinding, the system is held up by humanoid:movetopoint and a prayer)
Okay everyone, i am back with another devlog, this time I focused more on the order system. I gave the npcs a random clothing color and skin tone, heavily inspired by sushi shop simulator and made the orders horizontal and have a grey background, which is using a grid ui layout instead of the list one. Oh, and did I mention the orders are now RANDOM? I also added a timer that makes the npc leave if the player took too long. this would impact the player’s star rating in the future. the next thing I am going to focusing on is the star ratings and the core gameplay and UI. see yall next time.
ITS DEVLOG WEDNESDAY
so as I said, I worked mostly on the star system and the UI, I am NOT a ui designer, but it will have to do for now. oh and player can have money now, pretty good. also made the placement system raycast so I can improve on it better later. wasn’t my most productive week, I have two tests to study for next week so don’t expect a grand update, thats about all, adios
ITS WEDNESDAY MY DUDES
this will probably be the most unproductive week in history, so this week, i worked on a furniture system, added a collision system and a placement system. i also added a drop button for dropping stuff (wow) i might make the game have a set number of customer per day instead of customers coming in randomly during the day, idk. see yall next wednesday where i become more productive as ever
MY SANITY IS SLOWLY DEPLETING
i revamped the whole day system, it is now customer based now. day 0 has 5 customers, day 1 has 8, and after is daynumber + 8, which means day 2 is 10 i love making games i swear. also changed the day 0 order to 2 max, start off easy. made an icon
to test the game is functional correctly, i had to go through the game ALONE hopefully you have friends and recorded it, FIVE MINUTE of suffering made by yours truly.
also used the star bar to display some messages, and made a color tween when the star go up and down. yeah thats about all, watch me suffer, see you next time and enjoy:
take a wild guess at what it does (it blows up)
this will add a sense of urgency to the game i hope, it will be a menu item, which means the player would have to sell it before it explodes, I will soon add a upgrade system that makes it slower to explode
nah you good parkour reborn is too good. But i like where this game is going, but i am unsure of the shelves and why you would need them when you can just spawn junk in. I was thinking at first that this game would be a scavenging for junk game but maybe another idea is to limit the amount of junk you get, so if the bomb explodes it removes all the junk and the shelves can store the junk so that doesnt happen if the bobm explodes. Maybe even make the bomb a ticking doomsday device where if you dont store your junk quickly. Then you wont survive the day…
Hmm, the original game embraced the chaos a bit more, the old bomb used to delete things, but since this is more towards rogue-like instead of a routine game, flinging the players and the junk away would add more to the chaos. hell, I’m even considering removing the trash bin entirely
about your shelf question, I suppose it can add a sense of organization for the player instead of making huge piles on the ground
how would upgrades look like? Would they be stats like customer patience, amount of customers, and how much stuff you can get. Or would they be like physical upgrades like being able to filter only crates from the button for example. Or would it be a trade off system ex: you get more stars for each customer but you lose more stars for each customer that loses patience?
WAKE UP ITS DEVLOG WEDNESDAY
as promised, I worked on the Upgrade systems, there are now three upgrades:
sofa/potted plant: increased customer waiting time
fan/faster fan: increased the time the bomb starts with
coffee machine: increase break time up to a minute