Star Chef

Log 1: Our galactic journey begins (Week 1)

For our project, we wanted to create a game that would not only get us a (hopefully) passing grade, but also be a legitimate and good game that could be published down the line. We ideated several possibilities and narrowed it down to two options:

Meow Detective

A game about solving mysteries as a hybrid human-cat girl in high school. You work under your uncle who is a retired detective (now ramen shop owner). You find yourself solving mysteries and building relationships, ultimately building up to uncovering the mystery behind your parents’ disappearance.


Star Chef

A game about building relationships and broadening your culinary palette to eventually open up shop in the Galactic Capital, the most prestigious and well-known culinary circle. Explore different planets, learn about different cultures and foods, cook delicious meals, and earn lots of credits!


...After conducting market research and analyzing gross revenues between genres of games, we created a pitch deck to fully weigh our options before deciding on Star Chef:



Log 2: Decision

Projected sales for Meow Detective and Star Chef were virtually the same, as they had several overlapping genres. The only difference between the two (in terms of genre) was that Meow Detective included puzzles and Star Chef included strategy. When we compared puzzles to strategy games, both told sunny forecasts for profits (especially for phone users). However, there was less competition for strategy games than there were for puzzle games (at least at the top): players were also more likely to have a monogamous relationship with Candy Crush, a key contender in the puzzle realm. We also decided that Star Chef may appeal to a broader set of audience, as there is much to see and do (similar to Minecraft). In any case, both of them were viable options, as RPG’s have been doing incredibly well ($48 Bil USD in 2021 → projected $62 Bil USD in 2025)


After deciding on Star Chef, we created a Trello board to delegate tasks.

Scott took the initiative to do prototyping; 

Luiza for the level design and tutorial; and 

Sophia for funding options. 

From there, we branched out and did other tasks (started on this Devlog, Character Design, talked about potentially posting our game on Kickstarter later, etc.). 

Comparison chart of revenue between SC and MD's genres

Log 3: Narration & World-Building

After tinkering with the story, we decided to go with the following flow for the tutorial / introduction of the game with the first draft for our game narrative, keeping in mind that for now all the planet and characters name are placeholders:


"Just another regular day at Galactic GrubGrub, where the clients are stinkier than a space skunk and the food is about as appetizing as an Alien mud pie. Finn’s Station food truck is parked at the most thrilling spot in the universe: Route Station 98. Yep, you guessed it, nothing ever happens there, I was being sarcastic.

Finn is running on autopilot, whipping up dishes that could make a black hole lose its appetite. It’s been a year since he last made something he could even remotely call ‘edible’. But today, Finn’s luck is about to do a 180-degree backflip.

Suddenly, a traveler who looks like he’s just crash-landed from a ‘Planet name here’ goes inside the station, plunks down a couple of coins and asks for… Wobble Berrie Juice. Finn, being the culinary daredevil that he is, heads over to his barrel of questionable liquids and concocts a juice with a color that can only be described as ‘radioactive purple-orange’. He serves it with a smile as forced as a Botox facelift.

The traveler takes a sip and his face contorts in ways Finn didn’t know were possible. Clearly, he’s never tasted anything so awful. But before Finn can apologize or hide, the traveler pulls out a mysterious herb from his backpack, tosses it into the juice, and bam—the drink turns a bright, glowing blue. The traveler takes another sip and exclaims, “So much better!” Finn, curious about the herb, asks what kind of space magic this is.

Turns out, the herb is from Planet name here, a place so far out that even space GPS gives up. Intrigued, Finn asks if he can try it himself. One sip and—OH MY STARS—it’s the best thing he’s ever tasted.

The traveler, now in a chatty mood, starts regaling Finn with tales of his intergalactic adventures and the exotic ingredients he’s discovered along the way. Finn’s eyes widen with every story, and a wild idea begins to brew in his mind.

Why stick around serving sludge when the universe is brimming with culinary wonders? With a dramatic flourish, Finn closes up the food truck, ready to embark on an epic quest for flavor. Who knows? Maybe, just maybe, he’ll snag that coveted Michelin Space Star someday."

*Summary of what happens next:

After closing the restaurant, Finn sets the coordinates for the planet where the traveler found the special herb. 

This is our initial idea, but now we are working on additional concepts that we would like to incorporate into the narrative.

As we delve into the characters, visuals, and world-building, we've compiled a list of questions to help us brainstorm more effectively. This will allow us to deepen our understanding of what we want for the game and minimize unnecessary back-and-forth.

https://docs.google.com/document/d/1vHXnFSE7GmdcoA6mLQo58pHmHaIV8ZG4kYWiZiNbLGU/edit#heading=h.su076ny63ix4 


Character Design


We knew we wanted a character for the "first point of contact". This character would be the catalyst for why the player sets off on their culinary journey.


The following are rough sketches of what the first point of contact could be:



Log 4: Character Design

We knew we wanted a character for the "first point of contact". This character would be the catalyst for why the player sets off on their culinary journey.


The following are rough sketches and ideas of what the first point of contact could be:


Stylized Characters (original 6 & added 4): Realistic Characters:

Log 5: Making our Ideas Real

Log 6: Financial Estimates in the Competitive Landscape

We started with a scratch pad to jot down notes about how funding will go:

https://docs.google.com/document/d/1eCUx7p2KEIrWwSJLXmiQBsh1I4-50BEpJBchRVIGDjA/edit?usp=sharing

Then, we measured how games like Star Chef did in terms of revenue.

…And compiled it in a Spreadsheet:

https://docs.google.com/spreadsheets/d/1lxTLaquzDKkjaOrg8ZNGwVmqUu6iG6lVaEtVeAbVi_U/edit?usp=sharing

After accounting for Steam’s cut (30%), refunds, and tax, we made an estimate of how much profit each game would make. At the bottom, the actual sales were documented. For example, Stardew Valley was projected to make more than $6 million by the end of the third year after release: 2016-2019. However, this did not calculate general trends in game genres, nor did it account for the soon-to-come pandemic (nobody had a Magic 8 Ball at hand). In reality, by 2024, Stardew Valley has sold 15 million units, accruing over $161 million in revenue. In other words, our calculations play it safe, and don’t account for unexpected popularity. 

Star Chef is estimated to make $425,571 by the end of the third year after release on Steam. Again, this is compared to other games with similar genres. The hope is that we under-project.

Indie games tend to do well on Kickstarter. This is seen by games such as Undertale and Puffpals (Island Skies), who made well over what they originally asked for. One word of caution was that if you are too ambitious with what you ask for, you will not get any of the donations (e.g., if people donate $4,500 of your $5,000 ask, you will not get any of that money). Because of this, it was very important for us to be modest with our earnings from the get-go (hence the low-ball spreadsheet calculations).

Log 7: Quest system

This week, I have been working on a quest tracking system.  Sure, there are some quest tracking systems available on the Unreal Marketplace, but a) we don't want to spend any more money than is necessary, and more importantly, b) I want to go through the exercise to really learn Unreal Engine.


I'm storing the main quest and objective data in a Data Table, which I'm importing from a .csv file, managed in Google Sheets.  The structure of the spreadsheet needs to reflect that of the ST_Quest and ST_Objective structures.


I'm storing the player-specific quest information in a Save file, with a simplified structure, with a reference to the objective's ID (to look it up in the main data table), and its progress and completed info.

In order to test the quest functionality without having to play the game through, I've decided to create a quest debug tool.

Stand by for more information on that!

Log 8: Reimagining the Game

A roadblock we ran into was theme. I felt like the direction we were going towards didn't feel cozy enough, and it worried me because the market research and everything we had done thus far for the game had the cozy genre in mind. Some of us were imagining an Animal Crossing / Stardew Valley-esque game, with soft colours and quirky characters. The development of the game seemed like it was going for a more realistic route (evident in the contrast between styles as seen above with the character design). I felt it was necessary to put my foot down on the theme because we had discussed it previously and I did not want to let our efforts go to waste (with all the market research and financial estimates).

Somewhere along the line there was a misunderstanding that led me to believe that we were going for an art style like Animal Crossing, so it was confusing to see large structures and more realistic vision for the game. When I converted all the assets in my mind to how I figured they would look in a softer tone, and they did not look right. I was worried that I wasn't compromising on the theme and was being stubborn with the "cute style"; I felt it was important so that we have a clear message to send to players. Cute themes have worked well in the past on Kickstarter (i.e., Island Skies) and it is important for me that we find funding to make this game real. 

Then, after yet another talk about theme, I realized it was a misunderstanding: a cozy game to me entails cute characters and art. A cozy game to others entails no combat and pacifist routes. Both are generally true for cozy games, but it wasn't until we had our last talk that I realized we were not on the same page about the look of the game. It was confusing to see the trajectory of the game heading in a certain direction after I had thought that I had communicated openly, so at a certain point I realized that communication alone was not enough -- I had to learn how to communicate better. I think a good communicator would have been more clear about the vision of what a cozy game is as soon as they realized some of us don't avidly play them, and I definitely failed my team by not being more straightforward. I learned, however, that it's necessary to push through this, especially because it not only takes up my time and energy, but it also takes my teammate's time and slows down the pace of production. Not being direct about something that needs a clear outline ultimately hurt us in the long run. Still, I feel extremely lucky to have two amazing teammates that actively listen to my concerns, and the fact that they stuck by my poor communication skills was indicative of just how great of teammates they are.

TL;DR:

In the "end", we settled with using No Man's Sky as a reference. Some of us were opposed to having a style like Animal Crossing or Alba: A Wildlife Adventure, as they felt it was too child-like. I didn't realize this was an issue (I am thinking this is what caused everything to be confusing). I've learned that compromise is incredibly important in a team setting, so I am trying to be open to this idea.


Animal Crossing: New Horizons & Alba: A Wildlife Adventure compared to No Man's Sky:

Log 9: Revised Narrative

Because the original plan for the game was so large, we ran into some issues concerning game-feel and how we wanted the narrative and aesthetics to look. We decided it would be best to start from scratch and choose one simple story line that we could adhere to. The new story is: 

Graduation Gift: After graduating from an intergalactic culinary school, the character receives a mysterious package as a graduation gift from her Grandfather. Thinking it's a new set of chef's knives, they excitedly open it, only to find that she now owns an old restaurant on a far-off planet.


Realistic assets were used at first, which posed the question of if we were making a cozy game. Because our market research and financial estimates were conducted with games of that genre, we decided that it would be best to use realistic assets for the prototype with the intention of switching it out once we had gained enough funds to onboard an animator/artist.

We also made a quick diagram for the game loop:

Log 10: Restaurant Blockout

Our artist as provided some sketches of the restaurant that will better fit the "cozy" style that we are going for.


I've started blocking out the scene in Blender.  I'm not being particularly precious with the modeling quite yet; I want to get this into the game to test out player movement and navigation within the scene, specifically to make sure that the player has enough room to move around it.

I added a quick player model (behind the counter) as a size reference.


Log 11: Restaurant Update

We made an update the the layout of the restaurant to better fit the cozy theme. I made some quick models in Blender to block out the scene. I then made the walls, ceiling and counter modular so that we can easily adjust it in the level layour. They are scaled to be one meter increments so that they can snap to the grid and connect correctly.


These are just for blocking out the scene for the prototype. Ultimately, these assets will be created in more detail, but will still retain their modular design.

Log 12: Shuttle Update

Peko, the restaurateur, needed a way to travel about without taking the entire restaurant with her, so we decided that there would be a shuttle that docks to the top of the restaurant.

I spent more time on the modeling and texturing of the shuttle than I did on the restaurant, as it wouldn’t need much adjusting in the level.


In order to accommodate the collisions, however, I brought it in as separate parts that can have their own advanced collisions, and allowed the player to move about inside.  The pieces are all registered to the same origin in Blender, so they were all aligned correctly on import.

Blueprints


I wanted to be able to control whether the shuttle’s doors were open or closed, and whether the docking elevator was deployed or stowed, and if deployed, what its ground position is.  To achieve this, I added some instance editable variables.  Additionally, I used the Construction Script to allow these settings to be visible when editing it in the level. 




Log 13: UI

Initially, we planned to take the game in a 2D direction, drawing significant inspiration from Persona's style—combining a 2D user interface with a 3D game environment. 


Currently, we're using "Star Chef" as a placeholder name, but this is the direction we intend to pursue



Log 14: World Map

We explored some different options for a star map (see right).

We decided we would have planets depicted in black and white to represent their undiscovered or unselected state. As you complete tasks or finish the dishes of a specific planet, it unlocks, allowing you to explore and discover new planets (see below). 



Log 15: Task Screen

One piece of feedback we received was to make the task screen more clear and accessible on the side. Here are a few options I've been exploring so far:

Option A

Option B

Option C

We're most likely going with this version because it's simple, and the objectives appear much clearer with the divider.


Log 16: Guard Rails

Because we don’t want to include the risk of falling to your death, we added invisible guard rails to the level.

Blueprints

I created a blueprint that contains a cube scaled to the general wall dimensions.  By registering it to the left side, the walls can easily be ‘chained’ together. 


For each area, the Guard Rail meshes are duplicated inside a single blueprint instance; that way they can all be controlled at the same time with the ‘show in game’ option.

Log 17: Playtesting

We took some notes from our first playtesting session (Sept. 3, 2024).

Things to improve/implement:


Positives:


Question (from us):

Would you want to have a narrator read the scene descriptions?

After Discussion

We wrote down several things that we could address in one week based on the feedback we received.

Things to improve/implement:

Log 18: Implementing the Feedback

Quest Tracker (UI)

I made several iterations of how a quest tracker might look to help players stay on track. This way, they can know what they are looking for and will have a reference point if they forget the quest that they are on.


More mushrooms

I added more mushrooms around the base of the big mushrooms so players can have an easier time tracking them down


Skipping Dialogue

I added an option to skip dialogue by pressing spacebar. By pressing, the player skips the current line of dialogue and the next person / sentence starts up.


Fleshing out the Planets

I added background music to the planets (all royalty-free music from Mixkit):

mixkit-relaxation-05-749.mp3 (for the mushroom planet)

mixkit-traveling-along-94.mp3 (for the restaurant)


Then, I added more ferns to add more eye candy around the planet.

Log 19: Improving Game Feel

I added some UI options for dialogue/narration. We ended up going for the full-body iteration (image 2).