Devblog 30
Priorities
I mentioned in the last devblog that the game can sometimes be a bit of a waiting game, and that I wanted to make some changes to make it more interesting. After playing some older builds, I came to the conclusion that the priority system was actually quite interesting, and deemphasizing it might have been a mistake. I reverted these changes so there is now only one staff type again, and have a separate window to set their priorities.
Staff Clothes
One positive effect that introducing different staff types had, was that the different clothes made it easy to identify an employee's role. I did not want to lose this benefit so I made staff clothing an option that can be set for all employees.
Employee Stats
I also added employee stats to this update. The 3 stats that each employee has are:
Clumsiness: Clumsy employees have a higher chance of dropping plates. Cooking: Cooking skill affects food quality of the food that the employee cooks. Speed: Affects the walking speed of the employee.
Stats are randomly generated, and employees with better stats also have higher wages. I hope that the combination of the priority mechanic and the stats mechanic will lead to interesting strategies and possibilities.
Tableware Changes
I also made some changes to tableware management
-
Cabinets can now hold 10 instead of 7
-
Tableware now costs 25 instead of 5
-
Employees will sometimes accidentally drop and break tableware
Small Changes
-
Small performance improvement
-
Fixed land buying bug
-
Review popups disappear faster
-
Made hygiene more important
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.