Hello, lovely players! I’m Ya Mao, and here’s the May game development update for Shiba Sweet.
This month's game development milestones include programming the logic for Grandma's postcards, setting up all Chef Star challenge levels, implementing an item name display feature, adding ingredient shop categories, and finalizing the wall and floor decoration system.
While all the postcard artwork was finished last month, this month focused on the backend logic for delivering them to the player. Grandma’s postcards and gifts will now trigger based on game progression, helping players smoothly advance on their journey to becoming a 5-Star Dessert Master.
During the demo phase, only the environment for the first challenge level was completed. This month, the environments for all remaining levels were built. Additionally, the code was implemented to accurately evaluate the desserts crafted by players, and various unique environment models were designed to give each level a distinct feel.
Given the vast number of ingredients, semi-finished goods, and final desserts in the game, players might get confused about what they are holding in the later stages. To address this, a toggleable display feature was added. Players can now choose to show the names of held items, ensuring clarity and a smoother gameplay experience.
The original ingredient shop lacked a categorization system. This month, three new categories were introduced: General Ingredients, Coffee Beans, and Material Packs. This change helps players quickly find what they need and keeps the UI clean and organized, removing the clutter of having everything mixed together.
The kitchen decoration system for walls and floors is finally complete. Players can now purchase new wallpapers and floor patterns, granting them more freedom to customize the kitchen to their liking. Development for this feature included adjusting color saturation and brightness, drawing new icons for walls and floors, programming the purchase and decoration logic, and implementing controller optimization.
Since mid-May, I have been feeling physically weak and spent many days unable to use the computer, confined to resting in bed. Despite this, game development was always on my mind. As soon as I recovered a bit of energy, I couldn't wait to power up my computer and push the project forward. I truly hope to bring this lovely game into the warm hands of players as soon as possible.
Thank a lot for reading this far. See you in next month’s devlog!
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