Let’s Cook!

Let’s Cook!

By Paul Fabella

My Game Prototype

(requires flash player)

I: Game design

I.1 Game universe

I.1.a

This is an MMO social cooking game. The nature of this game is all about food

business. Here, the players don’t just run a restaurant, but prepares the food

from scratch.

I.1.b

The player will have the role of the chef or cook.

I.1.c

The main environment is a flat 2D and 2D isometric layout.

I.2 Player skills

I.2.a

On the restaurant and town, here are some of the many skills or features that

players can use:

Cook (creates their dishes using recipes and gathered

ingredients)

– There will be a number of default recipes that new players

can use. There also will be a lot of uncommon and rare

recipes that the players can unlock.

– Ingredients can be bought using in-game cash or

premium currencies, traded with other players, gained from

quests, dug from mining, won from battles, and as a

reward from player achievements.

– There will be different cooking activities to be performed

by the player such as mixing, draining, frying, chopping,

and so on. Each has a different set of instructions and

skills.

Duel (players can battle against each other or an AI proxy of

another player to gain points and ingredients. This may

also be called cook battle)

– On the battle list, there will be a roster of player names

that can be challenged. From there, the player can select

who to battle.

– During a battle, players will enter their selected dish set

(appetizer, main course, dessert, drinks) against another

player or an AI proxy. They will be judged by 4 random

NPC’s that has unique taste and opinions on food.

– Each dish presentation will vary according to the add-ons

and variations selected (ex. added pepper, sweet variation,

etc)

– Each judge will give certain points based on their own

personal taste levels (ex. judge 1 likes sweets, so

sweetness + 1 pt)

Quest (players can select certain quests throughout the

map). These quests can either be:

– Fishing, mining, & farming. (these quests are unique and

will players will have to play a mini-game each category)

– Certain prizes can be gained from these quests (in-game

cash, ingredients, rare recipes, etc.)

– To participate in a quest, the player will have to purchase

a quest card from the store. Each quest card is

consumable to 1 quest (1 day).

Trade (players from around the world can meet in the trade market

where they can sell, buy, and barter ingredients, tools,

recipes, and accessories)

– In this mode, players can freely post their ‘items for sale’

and can browse from different players’ open stores

I.2.b

Players can use the game menu to access the different options.

– All buttons in the menu are also clickable.

– Cooking utensils and tools have different controls (Ex. Blenders

function with click and hold, knife with clicking on the item, placing

items with drag and drop, etc.)

I.3 Interactive items

I.3.a

Item #1. (In cooking mode) – cooking utensils like (pan, blender, wok, knife, etc)

– These utensils or tools are used to cook dishes

according to their recipe. (ex. chopping garlic with knife)

Item #2. NPC (non-player characters)

– There will be a lot of instances that these NPCs will

interact with the player. In the town, there will be a number of

stores or establishments that the players can go to. With

each store, a specific NPC will be there to provide service

and information to the players.

Item #3. Restaurant

– The player will have his own restaurant. Customers will come

in and orders the menu of the day.

– Each dish served will have a specific price depending on its

quality.

o Ex. 1 star dishes = 10$ / order, 3 star dishes = 30$ /

order, and so on.

– The player can customize the interior of their restaurant.

From floor tiles, wall, tables and chairs, size enhancements,

etc.

– Each dish will be consumable of a certain # of servings.

– The restaurant runs automatically as long as there’s food to

be served.

I.3.b

Item #1. Each tool, utensil, or ingredients to be used can be

clicked, dragged, and dropped (depending on the instructions, ex.

drag and drop the chopped garlic on the frying pan)

Item #2. NPCs all over the game can be talked to. Each will have

a certain dialogue, and some are able to offer assistance and help

about the game. These NPCs are accessible when clicked.

Item #3. There will be several interactive items here: the

customers/friends (reveals profile picture when clicked), staff

(when clicked, a staff window will open where players can

customize their uniforms, and change roles)

On restaurant edit mode: players can customize the looks of their

restaurant with a wide variety of materials from flooring,

decorations, walls, etc.

I.3.c

These features contribute greatly to the user’s loyalty to the game. When a

user/player has build his/her character, dressed it up, load them with rare tools,

rank them up in the board, etc., the user will have to maintain and live through

his/her character in the game. Also with features like daily freebies and monthly

festivals, players will have something to look forward to everyday or every week

and play daily to build up their stats and progress. Plus, the fun factor of each

cooking activity is an absolute boost in players’ interest and loyalty.

I.4 Resources

I.4.a

Resource # 1 – Ads and Sponsors (In-game advertising)

– There will be certain items and places where Sponsors

can put up an ad. For example, “Maggi Magic Sarap”

becomes part of the seasoning item of the game. “Datu Puti

Vinegar” becomes the game’s official brand of vinegar.

Other brands can place up ads on the game’s loading

screen, billboards, posters, and other potential in-game

advertising area.

Resource # 2 – Lotteries

– On each new game, a player will have one lottery ticket

that he could use. After that, players can only get lottery

tickets from the premium store. Prizes on the lotteries could be huge amount of in-game cash, premium items, rare

items/ ingredients/ decors, etc.

– Each week or two, there will be different sets of prizes to

be won. This gives the players a limited time to try and win

these prizes.

Resource # 3 – Premium Features / Premium Currency

– Like any other social games, there are premium features

that are only available when a player purchases points

online, or top-up using game cards. These features can

either be In-game cash, consumables, premium items,

premium upgrades, rare recipes, etc.

I.4.b

Resource #1 – Ads & Sponsors – Seeing popular brands come out on your

game world brings a whole new impact to players. This adds up to the interest

and awareness of players to these brands. It also brings to the players’ attention

the importance of using condiments and seasonings, choosing a brand, and

enhancing their dishes with these add-ons.

(Ex. Dish: Gourmet Pasta (85pts) – topped with “Kraft Parmesan

Cheese” +(10 pts))

These add-ons are consumable and can either be bought using

in-game cash, or premium currency.

This also increases the potential number of sponsors and

investors that could greatly contribute to the game’s monetization

and at the same time, exposure and game spread.

Resource #2 – Lotteries – Because the prizes in the lottery are so precious, the

players would want to get more tickets. To get more tickets, they will have to

use their own money to buy one. There is less chance of getting a bad item in

the lottery, so it’s a win-win situation for the players who would participate. This

contributes greatly to the monetization as it promotes more interest to the

players and gives them more reason to buy premium currencies.

Resource #3 – Premium Features are marked with a premium icon. This means

that the player can avail these Premium features by using the Premium

currency only. The Premium currency can be bought by the user in the online

shop or the game website using certain payment methods.

I.5 Human interactions

I.5.a

Human interaction #1 – Friend hiring

Human interaction #2 – Monthly Tournaments

Human interaction #3 – Trading

I.5.b

Human interaction #1 – Friend hiring

– Invited online friends can be hired as staff in the player’s

restaurant. They can either be assistant cooks or servers.

– Hired friends earn extra in-game cash and bonuses every day.

– Players can hire as much as 8 friends to assist in their

restaurant. Players can also post vacancies so other player can

see it. This contributes a lot to game spread since players are

obliged to hire friends, and by doing so, these friends will also hire

their own set of friends, and so on.

Human interaction #2- Monthly Festivals

– In a Cooking festival, the players will battle out using their best

dishes or recipes and present it to other players. The point system

of this tournament is based on “Likes” or “Votes” from other

friends or users. Game spread will be easy through this, because

when a contender really wants to win, he will request a vote from

another friend online. The player spreads out the word to all

his friends to vote for his entry in the game. This most likely will

become viral.

– The top 10 players with highest votes shall be awarded based on

their places. There will also be consolation prizes for all other

participants.

Human interaction #3 – Trading

– This will become the open market for online chefs. They can

bargain, auction, trade, barter, buy, sell, and chat. This can be a

good way to spread the game as players can share their wish lists,

post their items for sale on their walls/profiles, etc.

I.6 Rewards

I.6.a

Reward # 1 – Achievement Medals

– There will be a number of certain achievements that players can have. These

are marked with medals and with certain in-game prizes (ex. rare items)

– These Medals will also serve as their ranks. Players can flaunt their best

medals beside their name that can be seen on their game profiles.

Reward # 2 – Premium Cash

– Though premium cash or currencies are bought using the players’ own money,

there will also be instances where they can earn premium cash as rewards.

These instances could be from quests (on rare occasions), seasonal events,

festivals, certain achievements, etc. This way, players will not feel that the game

is just sucking up their money or something, and giving them opportunities to

earn something as valuable as premium cash gives a boost in their interest.

II: Visual design

II.1 Screenshot

Fake Screenshot

III: Production values

III.1 Metrical aspects

Leveling

Like most games, leveling is also part of the game progress of a player.

Players level up with a given EXP or experience points. EXP is earned

from cooking, quests, duels, etc.

Ranking

There will be a ranking board within the game world. This board will have

the top ranking chefs (players) based on their points. These points are

accumulated through cooking, quest, duels, etc.

Cooking

At the beginning, there will be 10 default recipes that a player can cook.

There will also be default ingredients given to the player to cook these

dishes.

Each dish completed will have a certain point and stats based on how it

was cooked, prepared, and presented. For each process on preparing a

certain dish, there will be specific points that are computed based on:

Time finished

There will be a specific timer for each process, and for

some process a certain time limit. There will be bonus

points if a player finishes a task before the given time limit

or within a certain time boundary.

Accuracy

This measure the amount of errors or mistakes the player

does during a process. (Ex. Player spilled water while

stirring in the pot) Each mistake nullifies a point to the

player.

Each completed dish will be marked with stars. 0-20 pts = 1 star, 80-100

pts = 5 stars.

When done, the dish will be available in the restaurant menu and in the

cooking battle.

Duel

The rate of success of each duel is computed based on the points of the

presented dish + the judge’s influence.

Ex. Player 1 presented his Sweet Gourmet Spring Roll dish with 5 star

rating (85 pts)

Judge 1 is known to like sweets therefore adding another 5 points to the

player due to the sweetness on his dish.

The duel’s logic is basically simple. The player with the higher point wins.

Quests

There will be a number of quests available for each player to have. There

will be certain mini-games for each quest like fishing, , mining, and

farming. These quests would require certain number of quest cards,

certain player levels and ranks. Each of the 4 quests has 5 difficulty levels. Players can gain common items from easy quests, and rare items

from difficult quests.

Mini games for these quests can be:

Fishing

Players will play the fishing mini-game. Players will

have to use an item called bait to try and catch a

fish. There will be fishes roaming around the screen

and players will place their hooks on one part of the

screen. When a fish touches the hook, the player

must click the reel-in button to reel the fish. Fishes

caught are used as ingredients.

Mining

There will be an area where Players can mine

treasures. These treasures can either be minerals

(used in creating tools), decorations, gold (cash),

etc. Players can mine all day long if they want to as

long as their pick has durability. (Mining picks has a

specific level or value of durability (Ex. Pick = 30/30).

This represents the number of times the player can

use it. When durability value reaches 0, player must

go to the smithy to repair it.

Farming

There will be a couple of square soil space to be

allotted for the player to plant his crops. These crops

can either be vegetables, fruits, nuts, etc.

To plant these crops, Players must purchase seeds

from the store. Each planted crop has a specific time

range to grow and be harvested. (Ex. Corn grows

within 5 hours, and withers 5 hours after). Wither

time is equal to growth time.

Harvested crops can be sold or used as ingredients.

These quests will give a prize such as in-game cash, items, exp, points,

etc.

Trade

This is an open market for all players to interact and do business.

Players have the option to open his/her own store and auction in the

game to sell stuffs like ingredients, tools, accessories, etc.

During a trade, players will have two open windows, one for their items to

be traded, and the other for the items being traded by the other player.

Auctions can also be held by a player. If an item is auctioned, other

players will place bids for the item. A specific time limit will be given to

each auctioned item. The highest bidder will win the item.

III.2 Psychological aspects

Players will be attached to the game because of its features. A player will

have to live his life through their game character and become obsessed

in mastering the skills in cooking, battling, questing, and trading. This

kind of obsession will create a competitive mark to their minds, and this

will make them want to rise above other players. To do so, they will have

a need to spend money to purchase advanced items and features with

premium currencies.

These players can play alone, but if they want to advance and be able to

compete with other players and unlock certain features, they will need to

ask for help from their friends. Adding friends as neighbors will give them

more chances of gaining more items and cash. During festivals, they will

need to call for votes from their friends as well.

By means of making this game addictive (with those features mentioned

above), these players will develop loyalty and will surely spread the

game with others.

Having a regular update and monthly or weekly event will improve the

chances of making players want to play every day. Seasonal events and

promotions will also draw more interest to existing and potential players.

III.3 Demographical aspects

The market of this game ranges from children to adult, male and female.

Cooking is a universal art. Anyone can cook, and most people love to

cook.

Research says that most female indulge themselves in cooking as a part

of their daily routine and a way of amusement. With this game, females

are most likely going to be the most dominant part of the game

community.

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