Creating a customer order system for cake building games
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BakingGame_Chef
Posted on August 5, 2024 • Intermediate
🍰 Need help with cake building game mechanics
Hi everyone! I’m working on a cake building game where players create custom cakes for customers. I’m having trouble with two main issues:
- How to make customers only accept cakes that have the specific toppings they ordered
- How to add failure conditions to make the game more challenging
Right now customers eat any cake regardless of what’s on it, and there’s no way to fail. I want to make it more realistic where customers have specific requirements and will reject incorrect orders. Any help would be greatly appreciated!
GameMechanics_Master
Replied 1 hour later • ⭐ Best Answer
Excellent question @BakingGame_Chef! Creating a proper customer order system is key to making engaging food games. Here’s a comprehensive solution:
🍰 Customer Order System Flow
Here’s how the cake building and order validation system works:
📋 Step 1: Customer Order System
First, create variables to track customer orders and cake ingredients:
when flag clicked // Customer order variables set [customer_wants_chocolate v] to [false] set [customer_wants_strawberry v] to [false] set [customer_wants_vanilla v] to [false] set [customer_wants_sprinkles v] to [false] // Player's cake variables set [cake_has_chocolate v] to [false] set [cake_has_strawberry v] to [false] set [cake_has_vanilla v] to [false] set [cake_has_sprinkles v] to [false] // Game state set [customer_satisfaction v] to [100] set [orders_completed v] to [0] set [failed_orders v] to [0]
🎲 Step 2: Generate Random Customer Orders
Create a system to generate random customer requests:
define generate new customer order // Reset previous order set [customer_wants_chocolate v] to [false] set [customer_wants_strawberry v] to [false] set [customer_wants_vanilla v] to [false] set [customer_wants_sprinkles v] to [false] // Generate random order (1-3 toppings) set [num_toppings v] to (pick random [1] to [3]) repeat (num_toppings) set [random_topping v] to (pick random [1] to [4]) if <(random_topping) = [1]> then set [customer_wants_chocolate v] to [true] end if <(random_topping) = [2]> then set [customer_wants_strawberry v] to [true] end if <(random_topping) = [3]> then set [customer_wants_vanilla v] to [true] end if <(random_topping) = [4]> then set [customer_wants_sprinkles v] to [true] end end // Display order to player broadcast [show customer order v]
🍰 Step 3: Track Cake Building
When player adds toppings to the cake:
// When chocolate topping is clicked when this sprite clicked if <(cake_has_chocolate) = [false]> then set [cake_has_chocolate v] to [true] switch costume to [chocolate added v] play sound [topping add v] else set [cake_has_chocolate v] to [false] switch costume to [no chocolate v] play sound [topping remove v] end // Repeat similar code for other toppings // (strawberry, vanilla, sprinkles)
✅ Step 4: Order Validation System
Check if the cake matches the customer’s order:
define check order correctness set [order_correct v] to [true] // Check each required topping if <(customer_wants_chocolate) = [true]> then if <(cake_has_chocolate) = [false]> then set [order_correct v] to [false] end end if <(customer_wants_strawberry) = [true]> then if <(cake_has_strawberry) = [false]> then set [order_correct v] to [false] end end if <(customer_wants_vanilla) = [true]> then if <(cake_has_vanilla) = [false]> then set [order_correct v] to [false] end end if <(customer_wants_sprinkles) = [true]> then if <(cake_has_sprinkles) = [false]> then set [order_correct v] to [false] end end // Check for unwanted toppings if <(customer_wants_chocolate) = [false]> then if <(cake_has_chocolate) = [true]> then set [order_correct v] to [false] end end // Repeat for other toppings...
🎯 Step 5: Customer Response System
Handle customer reactions to correct/incorrect orders:
when I receive [serve cake v] check order correctness if <(order_correct) = [true]> then // Successful order change [orders_completed v] by [1] change [customer_satisfaction v] by [10] say [Perfect! Thank you!] for [2] seconds play sound [customer happy v] change [score v] by [100] else // Failed order change [failed_orders v] by [1] change [customer_satisfaction v] by [-20] say [This isn't what I ordered!] for [2] seconds play sound [customer angry v] change [score v] by [-50] end // Reset cake for next order reset cake toppings generate new customer order
⚠️ Step 6: Failure Conditions
Add ways for players to fail:
when flag clicked set [time_limit v] to [60] // 60 seconds per order set [max_failed_orders v] to [3] forever // Time pressure if <(time_limit) > [0]> then change [time_limit v] by [-1] wait [1] seconds else // Time's up! say [Too slow! Customer left angry!] for [2] seconds change [failed_orders v] by [1] change [customer_satisfaction v] by [-30] set [time_limit v] to [60] generate new customer order end // Check game over conditions if <(failed_orders) ≥ (max_failed_orders)> then broadcast [game over v] stop [all v] end if <(customer_satisfaction) ≤ [0]> then broadcast [game over v] stop [all v] end end
🎨 Step 7: Visual Order Display
Show customer orders clearly:
when I receive [show customer order v] // Create order display set [order_text v] to [I want: ] if <(customer_wants_chocolate) = [true]> then set [order_text v] to (join (order_text) [🍫 ]) end if <(customer_wants_strawberry) = [true]> then set [order_text v] to (join (order_text) [🍓 ]) end if <(customer_wants_vanilla) = [true]> then set [order_text v] to (join (order_text) [🍦 ]) end if <(customer_wants_sprinkles) = [true]> then set [order_text v] to (join (order_text) [✨ ]) end say (order_text) for [5] seconds
This system creates engaging gameplay with clear objectives and meaningful consequences! 🎮
BakingGame_Chef
Replied 2 hours later
@GameMechanics_Master This is absolutely amazing! Thank you so much! 🍰✨
The order validation system works perfectly, and the failure conditions make the game so much more engaging. One question - how can I add different difficulty levels with more complex orders?
DifficultyLevel_Pro
Replied 1 hour later
@BakingGame_Chef Great question! Here’s how to add progressive difficulty:
define set difficulty level (level) if <(level) = [1]> then set [max_toppings v] to [2] set [time_limit v] to [90] set [special_requests v] to [false] end if <(level) = [2]> then set [max_toppings v] to [4] set [time_limit v] to [60] set [special_requests v] to [true] end if <(level) = [3]> then set [max_toppings v] to [6] set [time_limit v] to [45] set [special_requests v] to [true] set [rush_orders v] to [true] // Multiple customers at once end
You can also add special cake shapes, dietary restrictions, and combo orders! 🎯
Vibelf_Community
Pinned Message • Moderator
🚀 Master Restaurant Game Development!
Fantastic discussion on customer order systems! For those looking to create even more sophisticated food games, our community can help you implement:
- 🍕 Multi-course meal systems
- 👥 Complex customer personalities
- 📊 Restaurant management mechanics
- 🏆 Achievement and progression systems
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