HW2 - Design


Devlog #1 — Design Specification

Topic

The game is a narrative-driven shop simulator inspired by Coffee Talk, Potion Craft and Strange Horticulture, where the player runs a herb and tea shop. The player interacts via UI panels: dialogues, ingredient mixing, shop management. 

Visual 

  • 3D scene with mostly 2D elements (hand-drawn pixel art).
  • Implement post-processing: bloom, vignette, color grading.
  • Use Shader Graph for a custom steam/wisp shader: animated vertex offset + alpha fade to reinforce brewing action.
  • UI layout built using UI Toolkit (UIDocument + USS). 
  • Layout is responsive: anchor and scale rules adapt for 1920×1080 (desktop) and 1080×2400 (mobile).


Planned visual structure:

Layer Content
Background 2D illustration of the tea shop interior with animated parallax lighting
Mid layerCharacters
Foreground Dialogue box, mood indicators…
Overlay Steam particles, subtle vignette, and camera bloom via URP


Main Game Loop & State Machine

The gameplay follows a day-cycle loop divided into several states.

Game state transitions

A graphic describing the "game loop"



Core loop:

  • Dialogue → Brewing → Evaluation → Progression
  • Each day introduces new customer profiles and ingredients (optionally procedurally generated for replayability).

Requirements Plan

Baseline Requirements (R)

  • R1 (PC + Android): Build targets for PC (primary) and Android (touch support)
  • R2 (Sound/Music): Sound effects and music from Freesounds.
  • R3 (Stable FPS): Mostly 2D elements with focus on UI and sprites
  • R4 (Adaptive UI): UI Toolkit
  • R5 (Plugin): Integrate DOTween for animation of UI elements and motion.
  • R6 (Editor Extensions): Custom Recipe Editor for defining ingredients, brewing effects, and outcomes (ScriptableObject inspector tools).
  • R7 (New Input System): Unified keyboard/mouse and mobile touch input mapping.
  • R8 (URP): Use bloom, vignette, and color grading for atmosphere, adaptive post-processing.

Complex Requirement

  • C9 – UI-heavy game: Gameplay primarily occurs via UI Toolkit panels and components: brewing minigame, dialogue system, inventory, and settings:
    • Drag-and-drop ingredient slots
    • Dynamic recipe cards
    • Data-driven customer dialogue panels
    • Custom UI elements (brewing meter, steam bar) built in UI Toolkit.
  • If UI Toolkit proves too difficult or unsuitable, switch to C2 – Animation, focusing on brewing animations and character expressive states.

Additional Requirements

  • A8 – Game Settings UI: Separate settings panel (volume sliders, text speed, color filters, custom controls). Implemented with UI Toolkit.
  • A13 – Localization: Two-language support (English + AI-translated Czech). Text stored in localization tables for all dialogue/UI.
  • A3 – Particle System (optional extra): Add soft steam, leaf fall, and brew sparkle effects layered behind UI panels. Adds atmosphere with minimal performance cost.

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