This week, we have improved our restaurantsimulator in the following aspects: we improved several mechanics to be morerealistic and interactible. 1. Farmingfield: We add carrot farming to our farm field. And for both carrot and appleplanting, we add water as an important feature for growth. In addition, we addprogress bar to make player easilty seeing the progress of the growth.
2. Currencysystem: Last time, we only involve shop that showing the number of agriculturalproduct. This time, we develop the whole currency system, where we sell productto earn money, use money to buy material of food product, and sell food productto customer to earn money. We show a whole supply chain.
3. Customer:Last time our customer just randomly ask for food. This time, we have multiplecustomers asking for different food. They will wait for curtain time. If time exceeds, we will lose money for penalty. If we provide required food in time,we will earn corresponding money.
4. New drinkproduct: We develop the process of making apple pie last time. In order to makeour recipe rich, this time we add another product: carrot juice. The method toget it is putting carrot to juicer, pressing button and geting a glass ofjuice.
5. Fire: Lasttime we can only turn on the fire by lighter, this time we can turn on and offby pressing button. 6. Brand: Inorder to improve finanicial impact, we add an advertise by attaching a brand ofdrink to our juicer.
We have improved the entire simulator process. Users can now start by buying seeds, planting, harvesting, cooking and selling. Through simulator, users can experience all the links in the food supply chain for the purpose of j education or training. We also changed our financial stratedy. We decide to distribute two different versions. The first is for personal usage. This version contains all basic content of the simulator, and customers can access more content by buying DLCs. The second version is for business usages. We offer a customization service for this version. Customers can freely customizing simulator content for educational and training purpose by contacting us. Also, we provide advertising services for advertisers. Those who are interested can advertise products in our simulator, such as seeds or kettles.
April 4 - 10, 2023
Alpha
This week, we continued working on our p3_alpha, refining the cooking processing of our game, and integrating them the VR restaurant kitchen. We also began developing our supply chain to emphasize the social impact of our game: apples spawning on the tree, a shop that the player can purchase items and requires the player to make decisions based on the price level. In summary, our team has made significant progress in the food cooking process and polishing the user interaction when the player use, drop, grab, and activate tools and items. We look forward to continuing our work in the final week, and showing a delicate product in the showcase.
March 28 - April 3, 2023
Milestone 2
In this milestone, which changed our idea from a escape came into a restaurant simulator simulating a food suply chain. In this simulator, you are able to find how foods were served to the table starting from being caltivated to cooked.
Novelty & Social Impact
Our restaurant simulator combines the mechanics of a traditional cooking and farming game. It aims to achieve an educational purpose by showing the complete food supply chain, from raw material growth to food preparation. We note that although many simulators focus on cooking and farming, and there are also projects that combine the two, most of them focus on one, with the other as an additional feature. Cooking, as two vital parts of the food supply chain, will become inseparable in our game. If the user ignores one of them, the goal of the game will not be accomplished. At the same time, unlike some games that show the cooking part as just placing items together, we will simulate the various aspects of cooking, including pouring liquid, cutting apples into two halves, firing and cooking food, etc.
XR Emphasis
In our simulator, we will emphasize the realism of cooking and farming, including the tactile feedback when cutting food with a knife, the requirement for the user to lift or bend down to collect raw materials, the correct way to use a fire extinguisher, and so on. We strive to achieve consistency between the simulator and real life, not just limited to a game - for example, as long as the pressing F can do all the work in one click. This kind of realism can only be achieved by VR.
Technical Sopistication During the week, we finished building the new scene and completed a simple gameplay process. Players can now cut apples, light fires, bake apple pies, and serve them to guests. So far, the main problems we have encountered are the handling of liquids and the lack of a consistent food model. In response, we have given separate alternatives for: 1. it is impractical to implement the fluid model on our own in the limited time available. Therefore we simplified the presentation effect of pouring liquids. The current implementation is as follows: the player grabs the kettle - tilts the kettle - detects the kettle rotation angle - produces a drop model down at the mouth of the kettle. 2. We are currently trying to use a consistent style of food model. In the future, we will probably do simple modeling ourselves.
Tasks You Can Do Now: 1. Cutting apples. 2. Ignite the gas stove 3. Tilt the kettle to pour water 4. Serve the customers with pies. 5. Serve the customers with water. Next Step This week, we have mainly completed the basic logic of cooking. Next, we will enrich the types of food that can be made and the parts that are farming. Some of the main tasks are 1. Enrich the cooking operations, such as stirring, frying, etc. 2. 2. add more dishes that can be made. 3. Complete the backyard planting module. 4. Implementing UIs. 5. Build the completed chain of farming, cooking, selling, and buying raw materials and seeds. 6. Add more ways to play, such as customizing our restaurant.
Financial Sustainability As we moved from an escape game to a restaurant simulator, the charging stragedy may change. Since there are no levels, we may simply selling the game once when selling it. However, we plan to add "Customizing you restaurant" feature in the future. In this case, we can charge for some special decorations for the restaurant.
March 20 - 27, 2023
Milestone 1 (Discarded)
Our vision for project is to complete an escape game based on spatial transformation and visual deception for decryption. In this game, the player changes the scale of an object by grabbing it and adjusting its position in space.
Novelty
The basic mechanism of the game is to move the object to change its coordinate depth in space while adjusting its size, keeping the object in the field of view of the same size, to achieve the result of the object in the field of view of the same size while show size change in space.
XR Emphasis
The mechanism of changing the size by changing the position of the object's aspect is obviously not achievable by 2D. The mechanism of this kind of visual deception has precedents in some 3D games, but there is a lack of examples of its application to VR. Compared with ordinary 3D games, applying this visual deception to VR will obviously cause more shock. In addition to the innovation of applying this mechanism to VR project, we also combined it with escape games to create a more novel experience.
Social Impact
As an escape game, the project definitly have powerful social impact. Escape games are often played in groups, which can help build teamwork and communication skills. Players must work together to solve the puzzles and escape the room. This can help people develop social skills and learn how to collaborate with others. Successfully escaping an escape room can give players a sense of accomplishment and boost their self-esteem. This can have a positive impact on mental health and well-being. Additionally, an escape game based on some specific buildings and attractions can promote players' understanding of certain historical and cultural sites, or promote tourism at the place
Technical Sopistication
During this week, we built the basic scene library for the escape game and implemented the basic capture functionality. So far, the development process was smooth and there are no bugs that significantly hinder the development process.We plan to finish the next concrete implementation of changing the object scale and keeping the size of the object in the field of view constant in the scene, and enrich the modeling of the graspable objects. After this, more recent development may include, but is not limited to:
Adding more grabbable objects;
Adding additional scenes;
Enriching the possible operations of the player in space, such as jumping.
Financial Sustainability
We can charge for unlocking new scenes on the basis of selling the main body of the game.