Very cool progress! I'd like to point out 3 things i've noticed in the footage, that could be improved on (I know it's WIP dw). Before you accept the quest, the swirling lines signifying April's upset state above her head need to be thicker or need an outline because they blend into the background. I think the blessed crystal ball lacks distinction. Having some sparkles or glow would add to the change and make it more noticable, the Altar itself could have some scattered floating partickles around it, which could slowly disappear after you picked the ball up. Maybe if you visit the altar at night or when you pick up the ball you could hear some playful giggles or jingle sounds from the spirits. Small touches like these add up to make the world feel more alive/magical. Keep up the good work!
You should do a follow up quest were you have to hunt that specific boar. Maybe the boar breaks into your green house and eats all your vegetables and fruits (Or maybe a specific vegetable that it enjoys the most) (The quest could be triggered as soon as the player plants and grows that specific vegetable), or maybe it hurts someone. Maybe April uses the new crystal ball to see were the boar will be the next day, and then you go to a specific part of the map, where using some bait (The specific vegetable that it ate) you lure it out and kill it (The boar should have a different sprite than other boars, and obviously better stats). As a reward, you learn a new recipe with boar meat and the vegetable that you used as bait (Maybe this recipe is higher quality than other, normal ones?). Maybe you also earn a decorating item which would be the head of the boar, which you can mount on a wall, since the sprite of this boar would be different from all the other boars, it would look quite unique and cool. And finally, it just occured to me, you could create a system were defeating certain "Bosses" like this boar, gives you certain items to decorate your house (Rugs, chairs, and beds made with the skin of the animal). @@PixelArchitect
As a game dev who works at a studio that shelf-publishes their games, it's the best course in the long run. First game might be tight, but once it kick offs, the sky is the roof! Good luck with your final months of development and can't wait for the early access announcement :)
As a solo game dev who is working on an open world farming game myself, your game has been super inspirational ! What a beautyy and a delight for the eye this is. So excited for the release of Chef RPG! All the best! 🧡
definitely my favorite devlog series right now as you always go into the perfect amount of depth of your systems you’re working on!! an idea for a quest is that a farming village is having their annual harvest festival and they invite the player to come and cook for them so the player has to cook a meal for everyone using the materials the village provides!
I’m so excited that you made the decision to keep this project independent, like you said you can continue to customize it for as long as you want, in what ever ways you want. It’s lovely to see this project progressing the way it is. Your dedication over the past few years is very admirable, you got this!
Some years ago, I found your house on a waterfall by chance. And I'm so glad I did, this game is a work of art and you can really feel the effort and care the team puts on it. It's so nice to see it's going well.
The art really improved, and the world feels so much more lively!! I'm really excited about the cooking too. I just think that the characters look like they have a hunchback because their head is so forward
My main suggestion about quests is to not always tell the player exactly what to do or who to talk to. Like, "find someone that can carve stone" instead of "Ask Anna May to carve the stone" because that way the player can enjoy figuring it out themselves using the things they have noticed while exploring and talking with characters. Potion Permit always told me exactly where to go and what to do which I found so boring I stopped playing.
He said he doesn't want 5hour quests. Having quests leading you to npcs you have no idea about would be worse than being told where to go. Games that have vague quests like you said, usually if not always, tell you of a specific location or specific details about who/what you're looking for. Being sent on a wild goosehunt with no idea where to go can be a pain.
Easy solution the player would get first the more vague quest and if he needs more help he could go back to the npc for more clear instructions. When opening the game you should be able to choose whether you want a more guided approach or a more independent one. With the latter giving you always first vague instructions and only if you need more help you’d get it.
@@TruongNguyen-bl4vd I don’t thing it’s necessarily more difficult. I think some people just like to find out for themselves who it could be. For example if the quest is to go to the diner and speak to the cook. Some would like to go around the town and guess for themselves what place could be the diner and who in there is the cook. Others just want to know where to exactly go and who to speak to. I for example get bored easily with such quests. Since I feel like I’m just running from A to B. And given that someone else kinda suggested it not me shows that not everyone enjoys the same play style.
I think early access is a good idea. It's going to provide you with critical feedback on both stability and conceptual concepts of the game. It's also going to allow people to start creating reviews and videos of your game for free advertising. I love how you mentioned OSRS as I have always loved that game for its unique quest system. One thing I hope you will mimic from OSRS is the impact of quest items/rewards. For example, Dragon Slayer gives you a shield which is used even in the end game or Desert Treasure unlocks ancient magic or The Feud unlocks the ability to create throwing darts, etc.. I think the diamond drill you unlock during this quest should allow you to now mine amethyst even after the quest is complete or the crystal ball now unlocks fast travel for example. Love the progress - keep it up!
YES, I'm loving the approach you're taking here. So many games just add cheap quests to bump up "content" and playtime in the game, but really they don't add anything. Even if this is just a demo quest, I think it very effectively weaves life into the world. White ash harbor becomes more than just a massive painting to explore. The world fills with little secrets and special interactions that are more directly tied to the users choices. After bringing that glass ball to the forest, you'll never see that spot the same way again, but also realize that you could have walked past that shrine thing a hundred times without ever knowing what it was. You'll be much more curious as a player after that, because you can expect more little gems are tucked away in the world that you have yet to unearth. Love it!
There should be these challenges where an NPC would come into the restaurant with a mood and you have to pick a fitting recipe to uplift them. Those could be NPC we’ve gotten familiar with over time so attentive players would get rewarded for listening to what these NPCs have said about themselves before. In reward the player would get to hear their personal story. Something not necessary for the main quest but something that makes you think. Maybe an NPC was so grumpy because he just lost a parent and the food you cooked was his parents favourite meal or the food choice was so attentive that he feels like you really care. Yeah it’s not a real quest but I dunno I like the idea of wanting to help someone through food.
With each update, I am more and more drawn to this game ! I’m happy you decided to publish it on your own, so you can do the game of your dreams :) I am eager to play it as soon as the alpha releases !
I still can't get over how gorgeous the pixel art is. Your use of color is so vibrant and lovely. I also fully support your decision to remain independent. I genuinely believe that it is the better choice and will pay off in the long run, good luck as always going forward with development!
Dude dude, all you need in a quest system is: 1. Beacon. 2. Beacon listener. 3. Inventory item tracker. Then basically you implement the mechanics/mini games/puzzles and when a player solves those - a beacon for player is raised, which is picked up by beacon listener, and thus that objective is complete. The Inventory item tracker is for those quests that require to get and hand in items.
I've always wanted to see more games emulate Runescape's approach to questing - it's the only MMO where the quests don't suck! Knowing that it's an influence for you guys definitely has me extra hyped for Chef RPG.
Still my favourite devlogs and still such good ganeplay design and art. I love how open you are and with how you do things, not many people are so good at this :D
This game is absolutely BEAUTIFUL!!!! i want to get started with my developing journey as well to make a very cozy game! I think a lot of people would greatly appreciate a video on some tips on how to start, or rather how you got started, what motivated you, etc. Looking forward to more videos and the game! keep thriving :)
Awesome Progress as always, can't wait for the next video they are always a blast to watch! I think I should point out that I don't think the quest information should directly tell what you are meant to do next, but just hint towards it to highlight that aspect of exploration as well as giving a bit of difficulty so players don't feel like they are following a set of instructions. I guess an example of this would be saying you need perfect quartz for the crystal so the player goes to mine it and finds out they need a better drill, the quest info would update to say something like: when you went to mine the quartz your drill bounced right off of it, maybe you should speak to someone who could provide you with a better tool. (that is horrible writing lol), this is a good way of introducing both the mining system and Bianca's character in a great way, alternatively players who already explored the mines and found out they need a better tool are rewarding by almost getting to skip that step of exploration. Either way, this quest system looks great, and I look forward Chef RPG coming out hopefully in the near future, I think it's great that you are publishing your own game and that it's really courageous. Have a great day! :)
Thanks for the tip! Yep for sure, there are instances where it's better to let players look around a bit more. I think some Runescape quests are more vague like that.
I was looking to comment something similar. But read all comments to assure I'm not repeating info. I like a lot when some quests are more cryptic, or funny and a bit vage. Not all quests for sure, but the harder ones, with the better rewards. The game is amazing already. Glad you keep independent, a tough choice, but I hope for the better of it. Can't wait to play"!
There are smart people. There are very smart people. Then, there's you. Very, very impressive. Will be buying the minute EA comes out. Good luck to the team with everything ahead!
Love the game you've been working on and your whole process has been so inspiring and insightful! Really want to start working on a game of my own. (I've also been a runescape player myself)
the entire time watching this i was thinking to myself " he should add a UI pop up that says 'quest ____ updated' or something" but then towards the end of the video you showed the character thinking to themselves "i should check on the crystal ball" and that is such an ingenious solution to letting the player know they've updated the quest. really love that sort of thing
Thought I should mention I loled at 0:50 where the redheaded lady started swimming in the floor. Anyways the quest system looks really cool. Excited for it to release!
you have come so far, i remember seeing the early devlogs where you were on your own just designing the buildings and now you are a proper game designer with a team. i’m glad you are choosing to publish independently
i really loved stardew, and when i saw chef rpg on kickstarter a year ago, i knew i had to get my hands on this game. i can't wait for chef rpg to come out! it would be such a fun game to stream and play. sending positive vibes and energy your way!
I really look forward to this game, the amount of effort that has put in this project is just mindblowing, especially when its made mostly by one person and now with a team of 3. However for a rpg game like this i would like to see multiple quests in 1 story instead of the standard 1 story 1 quest line. For example a NPC’s house is destroyed and also her crystal ball, instead of just repairing her crystal ball maybe it would be nice to help her repair the house aswell and perhaps hunting down the boar. This makes the story more engaged with the players
Longer story chains are possible! Slowly helping out an NPC over time verses a single quest chain is a cool idea. If we do decide to do that, some will probably be added over time depending on how long it takes to implement
@@PixelArchitect it could take months to implement enough story chains like you say to the game and that would honestly be better for future updates, but it might be cool having 1 story chain to let the players feel the idea for this and give you feedback from how to go further, even if you decide not to add this I would still buy it and enjoy it the way its created
This game is gonna sell like cold water in the middle of the desert 😵💫📈💸 Releasing independently was a brilliant decision 👏 Everything is on the right path.
Great to see some more progress on Chef Rpg! I really enjoyed seeing your process on making a quest system! I forget how even seeningly simple tasks can actually require a lot of planning and variables so it was really refreshing to see! A small thought, since the Gazing Ball turns Blue once it's in her shop but when you pick it from the altar it's purple, maybe the color could be purple from then on to show progress? Whatever the case, all the best and wonderful work ❤️❤️❤️✨✨✨
It’s been so inspiring to watch you build this game - that’s obvious maybe - but it’s been so cool to start rabidly wanting to play this game and live in this world! As always, these videos are completely priceless and wholly inspiring. You’re such a star 💕
Love your videos and a suggestion I would really enjoy in the game is if there was like a yearly festival with a food competition where the person with the best dish would win a prise. There could even be themes for what dish to be served during that time. 😄
I cannot wait to play this game!! Its been so worth the wait and being able to see the BTS of the game makes me appreciate it so much more!! Props to you and your team as well for deciding to release on your own, Im sure it wasnt an easy decision! Keep up the great work and don't forget to look after yourselves during this time!
I'm so excited for this game. This game, and a couple others, have really inspired me to try my hand at pixel art. The more pixel art I do, the more I want to work to eventually create a cozy game myself. That's something far in the future for me, but your videos are really inspiring nonetheless!
YIPPEE ANOTHER VID!! I get so excited when these vids come out I always feel like I learn so much. always so interesting too!! so excited for full release but also so cool too see how far it’s come over time :)
I've been following all your developments in recent months, I'm very excited! You have done a very wonderful job and I am happy to have witnessed these developments! I can't wait for your next videos and try the game, thank you all for this great work.
seeing your art and programming improve over time (and they were already quite good at the start!) has been so amazing. i’m cheering for you and really looking forward to this game!
I love watching your journey in creating this game I remember when I watched one of your first devogs and ever sense I’ve been so excited to see this game take off
Hey everything about the game looks stunning visually. The only thing that feels out of place is the logo design. Maybe you should look into habbo hotel's logo design for ideas that would fit your game visuals.
I love love love love your videos, they are so calming and interesting, i really appreciate the way you explain your thought process like what you did by comparing your quests to runescape quests
The game looks amazing! Have followed your progress since the start, and am very excited to see the project coming out the other side. Am going to miss your signature "Hi, it's Noah here" start to your videos, and the relaxed tone of your content, but am excited to actually play the game! Congrats on the trailer mate!
Well this was a nice channel to stumble upon! Well done. Love seeing the progress and thought that went into your quest system. Have you gone into the tools/methods you use to manage a project like this? Best wishes to a great 2024!
Also i want to say that please take all the time you guys need, the gaming community can use a 100% finished and polished game on release than the garbage we see nowadays from most big companies
I think chasing HD graphics is a big problem for bigger companies. Spending too much time on visuals means less time on coding and gameplay. But it's part of keeping up with competition I guess
Very interesting video! I've been designing a quest system as well some time ago, and I ended up with something very similar to yours. One thing I've had to (wanted to) support was nonlinearity. At certain key points in the quest progression, the player has the opportunity to advance to the next stage by fulfilling one of several possible requirements. e.g. the player can get the material for the sphere by mining a crystal, or by buying it from a shady back-alley dealer. This should give the player a sense of choice. I haven't really played around with it too much because I've since jumped to the next thing, but I plan to revisit this soon. your video gave me the confidence that I'm not too far off with my idea :)
OMG Not to be weird or anything but any time I'm feeling down / demotivated, I pull up your channel and watch your progress videos. I don't make games nor code or whatever AT ALL not even remotely close, but they're very inspiring and I've been watching you for ages, always and patiently looking forward to the game release Aaaaahhh!!! Just knowing it'll be out someday gives me such a spark of joy and a push to keep me going, so thanks and good luck!!
Some amazing craft going into this game, has to be a sure fire winner. Just to wander around the world you have created is going to be special, regardless of gameplay. This game is going to make 2024 a good year indeed. Your videos as always first class. You have a way to make complex stuff accessable and that is not easy to do. Good luck with all you do, 2024 will be your year.
This may seem random but i wanna make sure at least someone says it: pls pls pls make sure you incorporate someway of turning off flashing/pulsing effects in the settings, idk if you are putting any effects like that in your game, but if so, please make an option to toggle those sorts of visuals off, it would be very helpful for photo sensitive gamers, and its something alot of games overlook! I hope you'll consider this
I really liked the system you've implemented; it's a fantastic approach that I would have incorporated into my game. While watching the video, an idea struck me about adding another layer to your quests to make your game world feel more alive. This could give players a different experience each time they replay the game. For instance, when leaving the crystal ball in the wilds as an offering, you could introduce variations, like wild animals eating the offerings left overnight. This would prompt players to remake the offering or try different food. Alternatively, perhaps a townsfolk passing by might accidentally take the crystal because they didn't notice it there before. This would create a quest to find who took it. One thing that has always bothered me in games is the static nature of NPCs. They typically stay in one place until a quest is completed, which feels outdated. With today's technology, we could do so much more. It would be great if NPCs could accompany players or aid them during quests. For instance, having an NPC in your restaurant while you prepare food, or implementing a reputation system based on the time spent together, could bring the game world to life and make interactions more meaningful.
Looks beautiful!! I hope the quests aren't only about objects but also about emotions, like a character being mad at another and you have to 'solve it' somehow, etc. I usually find games lacking of 'heart' since the characters only talk about their job, quests or their one(1) and only passion, so it would be nice to implement deeper characterization in these quests, to make the city and experience feel more real.
You can be sure that as soon as the game drops on Steam, it will be snapped up straight away. It doesn't matter whether it's in early access or 1.0. The main thing is that you then have the opportunity to continue working on it :)
I’m glad you were smart and didn’t just sign with any publisher. It’s so sad what happened with Roots Of Pacha. I’m glad they got things worked out but man some of these publishers are literal leeches
I’ve been following this game for awhile and I think the graphics and in depth gameplay will certainly draw a lot of attention! I really hope you’ll add multiplayer soon as it would make it so much more enjoyable and lively with friends! (I think it would make some places more fun like the bath house, being able to go with your friend) I can definitely see myself pouring hours into this game with friends :)) really admire your work though!
Suggestion: You can add where after leaving the crystal ball to be blessed overnight, you come back to the forest and it's gone, then investigate and find out that the initial boar took it, so you'll have a mini boss battle to hunt the boar in order to retrieve the crystal ball. Lore being that crystal balls somehow attracts the boar explaining why it broke in her house initially.
If you haven't already, consider using events to integrate your systems with the quest system. Whenever something relevant happens you can emit an event, for example after having dialogue_a with NPC_b. Then you can listen to this event from your other systems either quest or whatever. This way the dialogue system doesn't need to implement the quest system directly and your quest system doesn't need to know about all your systems. This can allow you to write less code and just emit events that will dictate the state of the world and quest progression in this case. This is also how you can track achievements and metrics.
Thanks for the suggestion! I'll look into it. I haven't totally figured out events yet tbh, so was just going with a safe route for me. It does sound very useful though.
I feel like a natural way to solve the problem of whether to continue an existing quest or start a new quest when speaking to an NPC would be to add dialogue options. Say you're supposed to bring someone something, you would have a dialogue option after greetings that goes like "I got something for you.." and then another one like "Do you need help with that?". Obviously context dependent but you get my point.
Glad you ended up doing what you want instead of trusting a corporate company. Sometimes it can help to funding and to reach more people, but we all know they like to change stuff
Funny how data-driven my instincts are. => wait, dish categories… in code? Not data strings? => wait, hard coded quest conditions instead of a list with a subclassed type? Hehe, gotta respect that “getting it done” solo dev style!
Thats the main issue I see.. the dev/s have great art style, the game and levels design are in general cool, but the code is very basic level. That would not be a problem if this would be a simple game. But it has very complex features which require much better code design. I am not sure how much testing they have done (with many other players). But there could be important bugs. I hope all runs fine. I love watching this videos. I just recommend getting an experienced programmer. Would also help on gaining a lot of time...
Another idea for triggering quests would be from world events. For example, killing around 100 boars in total agitates the boars which would trigger anna's quest.
2024 was looking like it was going to be a mid year media wise not going to lie with all the good shows and movies not till 2025 and gta6 not till 2025 but not now. 2024 just became brilliant! can not wait till early access. i will be on the purchases button as soon as i can!
Very cool progress! I'd like to point out 3 things i've noticed in the footage, that could be improved on (I know it's WIP dw).
Before you accept the quest, the swirling lines signifying April's upset state above her head need to be thicker or need an outline because they blend into the background.
I think the blessed crystal ball lacks distinction. Having some sparkles or glow would add to the change and make it more noticable, the Altar itself could have some scattered floating partickles around it, which could slowly disappear after you picked the ball up.
Maybe if you visit the altar at night or when you pick up the ball you could hear some playful giggles or jingle sounds from the spirits.
Small touches like these add up to make the world feel more alive/magical. Keep up the good work!
Yup! Definitively can add special effects later on. Especially for the deep woods. Appreciate the ideas!
You should do a follow up quest were you have to hunt that specific boar. Maybe the boar breaks into your green house and eats all your vegetables and fruits (Or maybe a specific vegetable that it enjoys the most) (The quest could be triggered as soon as the player plants and grows that specific vegetable), or maybe it hurts someone. Maybe April uses the new crystal ball to see were the boar will be the next day, and then you go to a specific part of the map, where using some bait (The specific vegetable that it ate) you lure it out and kill it (The boar should have a different sprite than other boars, and obviously better stats). As a reward, you learn a new recipe with boar meat and the vegetable that you used as bait (Maybe this recipe is higher quality than other, normal ones?). Maybe you also earn a decorating item which would be the head of the boar, which you can mount on a wall, since the sprite of this boar would be different from all the other boars, it would look quite unique and cool. And finally, it just occured to me, you could create a system were defeating certain "Bosses" like this boar, gives you certain items to decorate your house (Rugs, chairs, and beds made with the skin of the animal). @@PixelArchitect
Take ur time and make the best 2d in all time because u will regret if u release it sooner
As a game dev who works at a studio that shelf-publishes their games, it's the best course in the long run. First game might be tight, but once it kick offs, the sky is the roof! Good luck with your final months of development and can't wait for the early access announcement :)
Glad to hear that :) Really appreciate it
As a person not in good health i refuse to die before i get to play this!
As a solo game dev who is working on an open world farming game myself, your game has been super inspirational ! What a beautyy and a delight for the eye this is. So excited for the release of Chef RPG! All the best! 🧡
Lol me too
wow thank you so much 🤗🤗@@arsk95
They ain't solo anymore
yeah @@Cibbic, i was speaking for myself. 😁
@@hamzahgamedev Oooh . My bad and goodluck with your game man🙏
definitely my favorite devlog series right now as you always go into the perfect amount of depth of your systems you’re working on!!
an idea for a quest is that a farming village is having their annual harvest festival and they invite the player to come and cook for them so the player has to cook a meal for everyone using the materials the village provides!
Yeah festivals would be another big system to implement later on. Can add more and more as we progress with development
I’m so excited that you made the decision to keep this project independent, like you said you can continue to customize it for as long as you want, in what ever ways you want. It’s lovely to see this project progressing the way it is. Your dedication over the past few years is very admirable, you got this!
Thank you! I see a lot of projects being supported for many years. Being independent will make that a bit easier
Some years ago, I found your house on a waterfall by chance. And I'm so glad I did, this game is a work of art and you can really feel the effort and care the team puts on it. It's so nice to see it's going well.
Funnily enough, that house was the one thing that never ended up in the game. Never ended up having a waterfall in the map either
The art really improved, and the world feels so much more lively!! I'm really excited about the cooking too. I just think that the characters look like they have a hunchback because their head is so forward
My main suggestion about quests is to not always tell the player exactly what to do or who to talk to. Like, "find someone that can carve stone" instead of "Ask Anna May to carve the stone" because that way the player can enjoy figuring it out themselves using the things they have noticed while exploring and talking with characters. Potion Permit always told me exactly where to go and what to do which I found so boring I stopped playing.
I agree! I think it would be a lot more fun
He said he doesn't want 5hour quests. Having quests leading you to npcs you have no idea about would be worse than being told where to go. Games that have vague quests like you said, usually if not always, tell you of a specific location or specific details about who/what you're looking for. Being sent on a wild goosehunt with no idea where to go can be a pain.
Easy solution the player would get first the more vague quest and if he needs more help he could go back to the npc for more clear instructions. When opening the game you should be able to choose whether you want a more guided approach or a more independent one. With the latter giving you always first vague instructions and only if you need more help you’d get it.
god no. we don't need this level of difficulty on a cozy game.
@@TruongNguyen-bl4vd I don’t thing it’s necessarily more difficult. I think some people just like to find out for themselves who it could be. For example if the quest is to go to the diner and speak to the cook. Some would like to go around the town and guess for themselves what place could be the diner and who in there is the cook.
Others just want to know where to exactly go and who to speak to. I for example get bored easily with such quests. Since I feel like I’m just running from A to B.
And given that someone else kinda suggested it not me shows that not everyone enjoys the same play style.
I think early access is a good idea. It's going to provide you with critical feedback on both stability and conceptual concepts of the game. It's also going to allow people to start creating reviews and videos of your game for free advertising. I love how you mentioned OSRS as I have always loved that game for its unique quest system. One thing I hope you will mimic from OSRS is the impact of quest items/rewards. For example, Dragon Slayer gives you a shield which is used even in the end game or Desert Treasure unlocks ancient magic or The Feud unlocks the ability to create throwing darts, etc.. I think the diamond drill you unlock during this quest should allow you to now mine amethyst even after the quest is complete or the crystal ball now unlocks fast travel for example. Love the progress - keep it up!
This game looks absolutely gorgeous! I'm so excited for it.
YES, I'm loving the approach you're taking here. So many games just add cheap quests to bump up "content" and playtime in the game, but really they don't add anything. Even if this is just a demo quest, I think it very effectively weaves life into the world. White ash harbor becomes more than just a massive painting to explore. The world fills with little secrets and special interactions that are more directly tied to the users choices. After bringing that glass ball to the forest, you'll never see that spot the same way again, but also realize that you could have walked past that shrine thing a hundred times without ever knowing what it was. You'll be much more curious as a player after that, because you can expect more little gems are tucked away in the world that you have yet to unearth. Love it!
Your game logic is so deep , everything is logical , all quest is like connecting dots, great devlog, good luck for your amazing game.
Congrats on deciding to stay independent! It sounds like a rough road ahead but I know you guys can pull it off 💪
There should be these challenges where an NPC would come into the restaurant with a mood and you have to pick a fitting recipe to uplift them. Those could be NPC we’ve gotten familiar with over time so attentive players would get rewarded for listening to what these NPCs have said about themselves before. In reward the player would get to hear their personal story. Something not necessary for the main quest but something that makes you think. Maybe an NPC was so grumpy because he just lost a parent and the food you cooked was his parents favourite meal or the food choice was so attentive that he feels like you really care.
Yeah it’s not a real quest but I dunno I like the idea of wanting to help someone through food.
It’s a cool idea! We will eventually have special npcs to satisfy, so we may end up having a form of what you described in the game
@@PixelArchitect looking forward to it!
With each update, I am more and more drawn to this game ! I’m happy you decided to publish it on your own, so you can do the game of your dreams :) I am eager to play it as soon as the alpha releases !
I still can't get over how gorgeous the pixel art is. Your use of color is so vibrant and lovely.
I also fully support your decision to remain independent. I genuinely believe that it is the better choice and will pay off in the long run, good luck as always going forward with development!
Dude dude, all you need in a quest system is:
1. Beacon. 2. Beacon listener. 3. Inventory item tracker. Then basically you implement the mechanics/mini games/puzzles and when a player solves those - a beacon for player is raised, which is picked up by beacon listener, and thus that objective is complete. The Inventory item tracker is for those quests that require to get and hand in items.
I am SO excited for this one. It's one of the very few games that I know I'll buy on day 1 and have no regrets at all
I've always wanted to see more games emulate Runescape's approach to questing - it's the only MMO where the quests don't suck! Knowing that it's an influence for you guys definitely has me extra hyped for Chef RPG.
Thank you for being so kind and open about your progress!! I don't mind waiting at all and I'm glad your progress is going okay!
Congrats! I saw a video of yours a year ago, so happy it's still moving along. Thanks for sharing!
Can't wait for early access! Been following this for a while; this a truly a work from the heart, looking forward to seeing all that comes next!
Still my favourite devlogs and still such good ganeplay design and art. I love how open you are and with how you do things, not many people are so good at this :D
I check every day to see if snarky games has uploaded a new chef RPG play through. So excited
This game is absolutely BEAUTIFUL!!!! i want to get started with my developing journey as well to make a very cozy game! I think a lot of people would greatly appreciate a video on some tips on how to start, or rather how you got started, what motivated you, etc. Looking forward to more videos and the game! keep thriving :)
Awesome Progress as always, can't wait for the next video they are always a blast to watch! I think I should point out that I don't think the quest information should directly tell what you are meant to do next, but just hint towards it to highlight that aspect of exploration as well as giving a bit of difficulty so players don't feel like they are following a set of instructions. I guess an example of this would be saying you need perfect quartz for the crystal so the player goes to mine it and finds out they need a better drill, the quest info would update to say something like: when you went to mine the quartz your drill bounced right off of it, maybe you should speak to someone who could provide you with a better tool. (that is horrible writing lol), this is a good way of introducing both the mining system and Bianca's character in a great way, alternatively players who already explored the mines and found out they need a better tool are rewarding by almost getting to skip that step of exploration. Either way, this quest system looks great, and I look forward Chef RPG coming out hopefully in the near future, I think it's great that you are publishing your own game and that it's really courageous.
Have a great day! :)
Thanks for the tip! Yep for sure, there are instances where it's better to let players look around a bit more. I think some Runescape quests are more vague like that.
I was looking to comment something similar. But read all comments to assure I'm not repeating info. I like a lot when some quests are more cryptic, or funny and a bit vage. Not all quests for sure, but the harder ones, with the better rewards. The game is amazing already. Glad you keep independent, a tough choice, but I hope for the better of it. Can't wait to play"!
There are smart people. There are very smart people. Then, there's you. Very, very impressive. Will be buying the minute EA comes out. Good luck to the team with everything ahead!
Love the game you've been working on and your whole process has been so inspiring and insightful! Really want to start working on a game of my own.
(I've also been a runescape player myself)
Best of luck! It's a very tiring but rewarding journey
i desperately wait for your videos to drop, amazing stuff and so glad to be along for the ride
the entire time watching this i was thinking to myself " he should add a UI pop up that says 'quest ____ updated' or something" but then towards the end of the video you showed the character thinking to themselves "i should check on the crystal ball" and that is such an ingenious solution to letting the player know they've updated the quest. really love that sort of thing
Wake up babe, new Pixel Architect video just dropped
Bro that quest you came up with is amazing, how dare you preface it saying it's just a test case
I am so excited for this game! I am so there for early access! Enjoy your holidays! Remember that rest and recuperation are important!
Thought I should mention I loled at 0:50 where the redheaded lady started swimming in the floor. Anyways the quest system looks really cool. Excited for it to release!
haha yeah that was an older clip so had some weird bugs in the bathhouse
you have come so far, i remember seeing the early devlogs where you were on your own just designing the buildings and now you are a proper game designer with a team. i’m glad you are choosing to publish independently
i really loved stardew, and when i saw chef rpg on kickstarter a year ago, i knew i had to get my hands on this game. i can't wait for chef rpg to come out! it would be such a fun game to stream and play. sending positive vibes and energy your way!
I really look forward to this game, the amount of effort that has put in this project is just mindblowing, especially when its made mostly by one person and now with a team of 3. However for a rpg game like this i would like to see multiple quests in 1 story instead of the standard 1 story 1 quest line. For example a NPC’s house is destroyed and also her crystal ball, instead of just repairing her crystal ball maybe it would be nice to help her repair the house aswell and perhaps hunting down the boar. This makes the story more engaged with the players
Longer story chains are possible! Slowly helping out an NPC over time verses a single quest chain is a cool idea. If we do decide to do that, some will probably be added over time depending on how long it takes to implement
@@PixelArchitect it could take months to implement enough story chains like you say to the game and that would honestly be better for future updates, but it might be cool having 1 story chain to let the players feel the idea for this and give you feedback from how to go further, even if you decide not to add this I would still buy it and enjoy it the way its created
This game is gonna sell like cold water in the middle of the desert 😵💫📈💸
Releasing independently was a brilliant decision 👏 Everything is on the right path.
Cool progress, that bug with swimmer at 00:50 tho :p
I watch your devlogs while working on my own small game. I's so inspirational, and I always come back to your videos when I need a push.
Bro, I was going to search you a few hours ago. Luckily TH-cam recommended you to me at 24 December 2023 @ 2:02 AM CAT in South Africa.
Omg the early access is so soon already! Im excited
Great to see some more progress on Chef Rpg! I really enjoyed seeing your process on making a quest system! I forget how even seeningly simple tasks can actually require a lot of planning and variables so it was really refreshing to see! A small thought, since the Gazing Ball turns Blue once it's in her shop but when you pick it from the altar it's purple, maybe the color could be purple from then on to show progress? Whatever the case, all the best and wonderful work ❤️❤️❤️✨✨✨
It’s been so inspiring to watch you build this game - that’s obvious maybe - but it’s been so cool to start rabidly wanting to play this game and live in this world! As always, these videos are completely priceless and wholly inspiring. You’re such a star 💕
Love your videos and a suggestion I would really enjoy in the game is if there was like a yearly festival with a food competition where the person with the best dish would win a prise. There could even be themes for what dish to be served during that time. 😄
Watching your progress is great!Quests are interesting if done right.
This is so cool. I hope you and the other developers will stay healthy during the progress. WE WILL WAIT FOR THE EARLY ACCESS!!
I cannot wait to play this game!! Its been so worth the wait and being able to see the BTS of the game makes me appreciate it so much more!! Props to you and your team as well for deciding to release on your own, Im sure it wasnt an easy decision! Keep up the great work and don't forget to look after yourselves during this time!
I'm so excited for this game. This game, and a couple others, have really inspired me to try my hand at pixel art. The more pixel art I do, the more I want to work to eventually create a cozy game myself. That's something far in the future for me, but your videos are really inspiring nonetheless!
YIPPEE ANOTHER VID!! I get so excited when these vids come out I always feel like I learn so much. always so interesting too!! so excited for full release but also so cool too see how far it’s come over time :)
I can't believe that we are finally beginning to talk about the realsing dates! Excited for more info!
I've been following all your developments in recent months, I'm very excited! You have done a very wonderful job and I am happy to have witnessed these developments! I can't wait for your next videos and try the game, thank you all for this great work.
Thank you for keeping in mind the player's experience with the game!
seeing your art and programming improve over time (and they were already quite good at the start!) has been so amazing. i’m cheering for you and really looking forward to this game!
I love this game and cant wait for it to release! (I can wait, take as much time as needed)
The portraits are really well done, although I am looking at them through a very small screen they look amazing.
I love watching your journey in creating this game I remember when I watched one of your first devogs and ever sense I’ve been so excited to see this game take off
Cannot wait to buy your game. Love to hear you're following in the footsteps of c
Concerned Ape 🙏
Hey everything about the game looks stunning visually. The only thing that feels out of place is the logo design. Maybe you should look into habbo hotel's logo design for ideas that would fit your game visuals.
Imma agree!
I love love love love your videos, they are so calming and interesting, i really appreciate the way you explain your thought process like what you did by comparing your quests to runescape quests
The game looks amazing! Have followed your progress since the start, and am very excited to see the project coming out the other side. Am going to miss your signature "Hi, it's Noah here" start to your videos, and the relaxed tone of your content, but am excited to actually play the game! Congrats on the trailer mate!
Well this was a nice channel to stumble upon! Well done. Love seeing the progress and thought that went into your quest system. Have you gone into the tools/methods you use to manage a project like this? Best wishes to a great 2024!
Also i want to say that please take all the time you guys need, the gaming community can use a 100% finished and polished game on release than the garbage we see nowadays from most big companies
I think chasing HD graphics is a big problem for bigger companies. Spending too much time on visuals means less time on coding and gameplay. But it's part of keeping up with competition I guess
Very interesting video!
I've been designing a quest system as well some time ago, and I ended up with something very similar to yours. One thing I've had to (wanted to) support was nonlinearity. At certain key points in the quest progression, the player has the opportunity to advance to the next stage by fulfilling one of several possible requirements.
e.g. the player can get the material for the sphere by mining a crystal, or by buying it from a shady back-alley dealer.
This should give the player a sense of choice.
I haven't really played around with it too much because I've since jumped to the next thing, but I plan to revisit this soon.
your video gave me the confidence that I'm not too far off with my idea :)
Once you do release it, it would be super interesting to see a video about what this process looks like.
This is most exciting news, sir! Best of luck in the coming months - I'm very excited for early access 😎
I want to play this! It already looks so cozy and engaging! Super cool❤
i love the way this game looks and does
Love to see how this game has turned out! The graphics is beautiful
OMG Not to be weird or anything but any time I'm feeling down / demotivated, I pull up your channel and watch your progress videos. I don't make games nor code or whatever AT ALL not even remotely close, but they're very inspiring and I've been watching you for ages, always and patiently looking forward to the game release Aaaaahhh!!! Just knowing it'll be out someday gives me such a spark of joy and a push to keep me going, so thanks and good luck!!
Some amazing craft going into this game, has to be a sure fire winner. Just to wander around the world you have created is going to be special, regardless of gameplay. This game is going to make 2024 a good year indeed. Your videos as always first class. You have a way to make complex stuff accessable and that is not easy to do. Good luck with all you do, 2024 will be your year.
this game is so promising! you all are doing a great job
Lovely video as always! Wishing you good luck in the game development process next year! Happy holidays!
Thanks! happy holidays :)
Great Vid! Loved how you explained everything, watching your videos help me with my own game dev journey!
So excited to give you money. You guys have worked to hard on this!
I'm so ready for this game already! Can't wait for the release!
For being such a beautiful game, it deserves a better name than "Chef RPG!" Nonetheless, will still buy when it's released!
i am so excited for this game, no matter how long it would take desperately hoping it will eventually be on switch!
Can’t wait for this game to release. Looks cozy
This may seem random but i wanna make sure at least someone says it: pls pls pls make sure you incorporate someway of turning off flashing/pulsing effects in the settings, idk if you are putting any effects like that in your game, but if so, please make an option to toggle those sorts of visuals off, it would be very helpful for photo sensitive gamers, and its something alot of games overlook! I hope you'll consider this
I really liked the system you've implemented; it's a fantastic approach that I would have incorporated into my game. While watching the video, an idea struck me about adding another layer to your quests to make your game world feel more alive. This could give players a different experience each time they replay the game. For instance, when leaving the crystal ball in the wilds as an offering, you could introduce variations, like wild animals eating the offerings left overnight. This would prompt players to remake the offering or try different food. Alternatively, perhaps a townsfolk passing by might accidentally take the crystal because they didn't notice it there before. This would create a quest to find who took it.
One thing that has always bothered me in games is the static nature of NPCs. They typically stay in one place until a quest is completed, which feels outdated. With today's technology, we could do so much more. It would be great if NPCs could accompany players or aid them during quests. For instance, having an NPC in your restaurant while you prepare food, or implementing a reputation system based on the time spent together, could bring the game world to life and make interactions more meaningful.
Looks beautiful!! I hope the quests aren't only about objects but also about emotions, like a character being mad at another and you have to 'solve it' somehow, etc. I usually find games lacking of 'heart' since the characters only talk about their job, quests or their one(1) and only passion, so it would be nice to implement deeper characterization in these quests, to make the city and experience feel more real.
You can be sure that as soon as the game drops on Steam, it will be snapped up straight away. It doesn't matter whether it's in early access or 1.0.
The main thing is that you then have the opportunity to continue working on it :)
Yeeeeee really appreciate the support!
This game is pure art. I can't wait for this to come out on switch, I love it❤
I feel like it would be cool to have like a secret boss by doing all sidequest
I’m glad you were smart and didn’t just sign with any publisher. It’s so sad what happened with Roots Of Pacha. I’m glad they got things worked out but man some of these publishers are literal leeches
love watching this channel, very inspirational and calming, and I also long for the game so much
Man, i just love seeing this dedication, keep doing your best
I’ve been following this game for awhile and I think the graphics and in depth gameplay will certainly draw a lot of attention! I really hope you’ll add multiplayer soon as it would make it so much more enjoyable and lively with friends! (I think it would make some places more fun like the bath house, being able to go with your friend) I can definitely see myself pouring hours into this game with friends :)) really admire your work though!
Suggestion: You can add where after leaving the crystal ball to be blessed overnight, you come back to the forest and it's gone, then investigate and find out that the initial boar took it, so you'll have a mini boss battle to hunt the boar in order to retrieve the crystal ball. Lore being that crystal balls somehow attracts the boar explaining why it broke in her house initially.
If you haven't already, consider using events to integrate your systems with the quest system.
Whenever something relevant happens you can emit an event, for example after having dialogue_a with NPC_b.
Then you can listen to this event from your other systems either quest or whatever.
This way the dialogue system doesn't need to implement the quest system directly and your quest system doesn't need to know about all your systems.
This can allow you to write less code and just emit events that will dictate the state of the world and quest progression in this case.
This is also how you can track achievements and metrics.
Thanks for the suggestion! I'll look into it. I haven't totally figured out events yet tbh, so was just going with a safe route for me. It does sound very useful though.
I feel like a natural way to solve the problem of whether to continue an existing quest or start a new quest when speaking to an NPC would be to add dialogue options. Say you're supposed to bring someone something, you would have a dialogue option after greetings that goes like "I got something for you.." and then another one like "Do you need help with that?". Obviously context dependent but you get my point.
Glad you ended up doing what you want instead of trusting a corporate company. Sometimes it can help to funding and to reach more people, but we all know they like to change stuff
Funny how data-driven my instincts are.
=> wait, dish categories… in code? Not data strings?
=> wait, hard coded quest conditions instead of a list with a subclassed type?
Hehe, gotta respect that “getting it done” solo dev style!
Thats the main issue I see.. the dev/s have great art style, the game and levels design are in general cool, but the code is very basic level. That would not be a problem if this would be a simple game. But it has very complex features which require much better code design. I am not sure how much testing they have done (with many other players). But there could be important bugs. I hope all runs fine. I love watching this videos. I just recommend getting an experienced programmer. Would also help on gaining a lot of time...
Really hope the altar plays a bigger role in the game! Love its addition, really reminiscent of the haunted grove in Zelda ALTTP
Another idea for triggering quests would be from world events. For example, killing around 100 boars in total agitates the boars which would trigger anna's quest.
2024 was looking like it was going to be a mid year media wise not going to lie with all the good shows and movies not till 2025 and gta6 not till 2025 but not now.
2024 just became brilliant! can not wait till early access. i will be on the purchases button as soon as i can!
cant wait to buy this! coming along awesomely!
dude this is awesome as always! excited for early access