[DISCONTINUED] Junk Shop Simulator [DEVLOG]

hmmm any ideas on how to do that? I could add some sound effects

yeah all the parts have equal RNG right now, but I can try something like a rarer item, trash diving doesn’t really fit the game

i don’t trust robots :rage:
jokes aside i feel like making the assistent understand my game could take a while, maybe ill try it, doesn’t look much different from chat GPT though

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Ideas for satisfaction: edit I got carried away so there’s a lot here

  • Big shop expansions - make it so many customers can be served at a time
  • Automation - add something like an expensive conveyor belt as an upgrade for each serving area making that specific one easier to reach. (If not a conveyor, some sort of tube system where it enters and then travels through a tube or vent and falls onto the counter)
  • Lots of stuff happening - make lots of customers being served at once and make everything look as smooth and satisfying as possible, like sounds as you suggested or animations. This can be done by tying in the two previously mentioned suggestions together.
  • Furniture - furniture should have big uses like storing junk or providing temporary activated boosts. Having upgrades like the potted plant and chair is nice, but what if you made these movable so that potted plant has area of effect, or the chair can be placed near a counter and customers can sit in it. Have better chair and potted plant versions, like a chair and a comfy cushioned chair.
  • Bigger counters - make some counters from shop expansions bigger so that two or three customers come in at once in one of these counters asking for a lot of junk. These people might need more chairs or even a sofa to qualify towards higher waiting time.

Try and emphasize shop expansions and make them big goals to achieve.

Making the game a little more challenging if you really wanted could be rent and stuff, or this could be a challenge mode.

Maybe some other way to work for the junk :person_shrugging:. I just feel like pressing a button is too easy and makes the dragging items more repetitive. If something was wedged in between it would stay fun for longer. Like having to drive a truck to a chute that dispenses the junk and having to store it.

wow that’s a lot of ideas, hope this helps! And seriously, your game is really cool

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Gonna play this game the first chance I get!

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it will be released after devlog 10 for public testing

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Also use something like workspace:GetPartsInPart() or workspace:GetPartBoundsInBox() for counters and like detect when item is dropped and when a hitbox on the floor gets touched (if an item falls off, it checks items on the table) Maybe Region3 too, but I haven’ looked into that yet.

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Hmm i like some of these ideas, I might add a furniture or something that speeds up players around it, i was planning to have the chair and the potted plant placeable, but it was a bit too niche of a feature and could be used for blocking other players
Customer expansion could be considered, but maybe not as an upgrade, since more customer is somewhat a bad thing in this game. the bigger counters thing i already inplemented, the order number gets higher and higher, currently at 4 after day 6 i think (forgot)

I used something better, ZonePlus, worked pretty good and way better than touched events, already using it after seeing suggestions

Like a counter that is two times as big with higher orders?

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not a bigger counter but more orders

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rent wouldn’t be very threatening since the game is using the star system to know when the store fails, I might add a sandbox/endless mode for expirmentation

the game is a bit more towards a one life system instead of a routine game, having to save up a lot of money just for it to all reset is kinda depressing and not fun

automation is being considered, but it would have to go on the “When-the-game-is-polished” list

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also considering personal upgrades, like shop upgrade discounts, walkspeed,etc

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heh

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The 40 hidden bombs underneath:

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ITS DEVLOG WEDNESDAY
I just want to thank every one of you reading this for following along in this journey, this really got me looking forward to every wednesday, again, thank you
Anyway, lets get yappin:
New NPCs


ladies and gentlemen, lets welcome:
Furniture Phil

a nice young lad who loves building furnitures
currently two furnitures from him, a shelf and a corner shelf

Now for the main star of this update: Bookkeeper Bob



Bob is a quest giver who gives out very handsome rewards, such as:
more money from customers
Upgrades discounts
and bargin size increase

now you may ask, what is bargin?


bargin is a new mechanic that allows you to squeeze more money out of your poor customer! Its very simple: when the red arrow hits the green part, you press E! it gets you mutipliers to what the customer is paying! watch out, it resets 0x once you miss

Now, our third triplet is one you may use a lot, please welcome Junkyard Joe

Joe is a junk-diver who finds junk FOR YOU, he has a daily limit, but is good when yoiu’re missing a specific junk



The game is now in public alpha testing, don’t expect a masterpiece, (report bugs plz) play now:Junk Shop Simulator [PAT] - Roblox
see a week of hard work condensed into a few minutes (dw the game has music idk how to record it):https://www.youtube.com/watch?v=l3wTW_U3w90

And as always, see you next devlog

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Love to see this game grow and definitely look forward to every Wednesday! Really great job.

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hmmm the game is suffering from a sleeping parts problem, ill try to fix it asap
(future me here i think its fixed lmk if its still broken)

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Ok the issues I found:

  • I couldn’t upgrade in the computer
  • Parts didn’t always register on the counter, use workspace:GetPartBoundsInBox or your Zone Plus thing and check right before the customer leaves in case it doesn’t register.

Also the game doesn’t save? :pleading_face:

hmm I upgraded just fine for some reason, do you think anything caused it?

it doesn’t register if the part is sleeping or in a server that was created when the player loses, im trying to fix both but its a really werid bug

it does, can you check the console for any errors? likewise for all the other bugs

NEVERMIND i fixed the upgrades bug, turns out i didn’t account for player being at upgrade quest level 1