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20 October 2023
Ordering UI, Balances, & Upgrades Management 🛠️
Greetings, 👋
Welcome to a brand new episode of your update on our progress. We will share some balances we are making and conclude by looking at the latest upgrade management flow.
As always, we are eager to read your contributions and get your feedback on these changes. You can share your thoughts by replying to this email 📧 or joining us on Discord. 👍
But first, here’s the latest version of the ordering user interface. 🛒
Balancing ⚖️
- Expiry: Recall that besides storing drinks, cold storage extends the shelf life of your patties and cheese? Without cold storage, your ingredients will expire after just one day. However, with cold storage, patties and cheese can last up to three days!
- Storage: Previously, storage management was not a big part of the game play mechanic. That’s because the storage was too large to be a consideration. In the new version, storage will be smaller and easier to max out.
Hopefully, this will enhance your resource management experience in the game.
- Students: The Student segment has always had the highest price sensitivity. But with the introduction of customer segment research/unlock, it’s now tougher to be profitable while serving Students.
To mitigate this, we are reducing their price sensitivity so they can buy at slightly higher prices, and you can be profitable.
Upgrades Management 🛠️
Buying and selling stand upgrades was another process some players needed clarification on. 🤔 Because of how we displayed the upgrades, players didn’t know they could be resold after purchase (albeit at a discounted rate after 24 hours).
Also, some missed the effects ⬆️ ⬇️ of the new upgrades on their business because that data was only available in the upgrade’s tooltips. 💬
We fixed this in the new design by adding an area for upgrade selection that shows the description of the upgrade, it’s effects, and price.
Here’s how the information architecture currently looks:
Adding a buy and sell button to this area makes missing the sell upgrade function and price impossible.
We also improved the presentation of the Vehicle Upgrade function, making it more explicit and accessible.
We retained the separation between the Upgrade Vehicle and the Sell Vehicle area from the previous design. That’s because Vehicles can’t be downgraded ⬇️, only sold. 💰
Selling a vehicle and its related costs is a decision that requires its own view so players can see all the data 🔢 they need.
And that’s a wrap for today. Cheers 🥂
Don’t forget to Wishlist the game if you haven’t!
Live Long and Prosper 👋,
Kunal & Team
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6 October 2023
First Look: Upgraded Worker & Vehicle Management! ⚙️
Greetings, 👋
This week, we’d explore the worker 🧑💼 and vehicle 🚚 management aspects of the game’s redesign. You’d also get to see the latest version of the pricing user interface. 💰
While many players easily caught on to the different aspects of worker management in the initial design, some missed important values nested within the tooltips.💬 Some of such values include the impact of training 🏫 and salary 💵 on worker performance.
We’ve now improved the worker management view to show more important data. 🔢
Now, insights like the effects of training and salary on the worker’s performance are prominently displayed, facilitating more informed decision-making. 🤓
An interesting modification for worker management is the fact that training is now researchable, allowing for enhanced resource allocation decisions. 🤔
Vehicle Management 🚚
Another gameplay aspect where a number of players struggled during the playtest was with stand movement within and across localities.
To improve the experience, we introduced the vehicle management section into the new design. The upgrade ⬆️, movement, and sell stand functions are now grouped into one section.
While we were at it, we redesigned the stand movement function too. Here’s how the wireframe currently looks:
Now, whether it’s relocating your stand within a locality or branching out to a new one, the move is clearer and easier to complete.
And that’s not all. Due to popular request, we’ve also added the function to move your stand directly from the environment by clicking on an empty stand spot.
Finally, as promised, here’s how the pricing UI will look when all its core features are unlocked. 👀
For those who aren’t fans of the slider, you’ll also be able to set prices by typing your desired figures directly into the price bubble.
Pretty neat, right? 😊
As always, we are eager to read your contributions and get your feedback on these changes. You can share your thoughts by replying to this email 📧 or joining us on Discord. 👍
And that’s a wrap for today. Cheers 🥂
Don’t forget to Wishlist the game if you haven’t!
Live Long and Prosper 👋,
Kunal & Team