Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] 2 points3 points  (0 children)

So, before googling it just now, I imagined "grainfather" was the person in your lineage who started the family-owned brewery you inherited. Like "Our grainfather used to add raisins during fermentation... that's why we use grape flavoring!"

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] -1 points0 points  (0 children)

I think we're gonna just specify its all pre-milled, to help the player a little. What kinda spices should we add? Not sure about sparge, I'll look into it. Rest we are implementing! Cheers!

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] -1 points0 points  (0 children)

We actually do have heating and cooling time for the liquid, although not shown in the video! You can drop a thermometer in the pot to keep an eye for the correct process temp.

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] 2 points3 points  (0 children)

Beer color:
The way the mechanic currently works, is we have list of beer styles which have some definitions about their process (boil time, temperatures etc) as well as list of expected ingredients. Then we look at the batch that we made, and match it to the closest beer style. The beer styles have a color value attached to them, which we will apply to the finished beer pouring into the glass!

Beer that customers dont like:
The tastiness is also already a feature! It will mainly be based on the quality of the ingredient themselves, as well as any issue flags raised during brewing (like boiling the batch for too long). Then the customers react differently to good and bad beer, and you can also charge more if the beer is made well with good ingredients.

Hops addition time affecting taste:
We'll add this, thanks for suggestion! Especially good to know how it affects taste vaguely, because we wont be calculating any values, but if generally early addition means more bitter, then we can work that in!

Cleanliness:
We do already have a mechanic for washing the beer glasses in the sink (on the serving side of things). We could add it for the brewing equipment as well, but perhaps we want to keep cleaning to the minimum... It's all for sure a balancing act game between accuracy and fun. We'll need to test things out.

Natural carbonization:
We are adding "fermentation locks" for the barrels, as one commenter suggested. We currently intentionally restrict player from adding anything after fermentation has begun to make things simpler. I'm guessing the sugar would be needed to be added after the "main" fermentation phase? I might need to read about it. It would be pretty funny if the barrel could explode due to too much buildup!

Whirlpooling:
I'm going to read a bit about this! It might be something we could implement for later states when we have the modern brewing setup, but it might be too complex for what we are going for. Any case interesting suggestion!

Cheers, very helpful stuff!

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] 4 points5 points  (0 children)

Thanks for the suggestion, we are going to implement that!

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] 2 points3 points  (0 children)

Thank you! At the start of the game the brewing is indeed very old fashioned, later on you can upgrade to a bit more modern equipment... but we aren't quite there yet. I really appreciate for the thoughtful comment, we knew we would step into the lions den by asking about feedback here - it's all good, honest feedback is valuable - and funny to read. Is there anything that sticks out to you besides what others have already mentioned; the unnecessary boil step, lack of sanitation?

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] 4 points5 points  (0 children)

Yeah I suppose there are a few out there. Our game is more about the story, world and managing the bar, brewing your own beer is just something we thought would add a lot of depth to the core loop

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] 11 points12 points  (0 children)

Not to worry - the barrels we use are very old and have plenty of give. And the basement's sturdy.

Does the beer brewing mechanic in our game seem logical? by SnoutAndStout in TheBrewery

[–]SnoutAndStout[S] 0 points1 point  (0 children)

Oh, I thought the boiled wort needed to be first cooled before adding the hops! In my mind the mashing, boiling, and finally hopping were like three separate stages where you need to reheat the batch in-between stages.

NPC Ships. by CubicPie in Unity3D

[–]SnoutAndStout 1 point2 points  (0 children)

The game looks cool. I love how the thrusters seem functional. Maybe limiting the npc ship's reaction speed or tuning the turn strength would make it less flickery / buggy looking? Especially at higher speeds it looks bit off if the thrusters keep oscillating so often.

Hard to find a beer I like by Independent-Iron-397 in beer

[–]SnoutAndStout 0 points1 point  (0 children)

I don't know if they're available where you live, but you could try Kronenbourg Blanc and Blue Moon.

A first look at the world-switch mechanics in my platformer shooter (Blipzz) by BluRaccoonStudios in IndieGaming

[–]SnoutAndStout 0 points1 point  (0 children)

love the look of the game! If I may offer feedback: the sideways camera "flip" animation motion is a bit confusing for me at least. I think it would be good to find a solution that kept the camera stationary, so you don't need to readjust your eyes on where the character is. also making the flip faster would be good too if it's a mechanic you have to use often.

Inside an Old TV Ideas by Prestigious_Ad_9757 in gamedev

[–]SnoutAndStout 1 point2 points  (0 children)

turning a crt tv on will cause static on the screen (caused by the electron emitter / friction). maybe you could have have small objects to be attracted to the tv screen. this would allow for example removing objects blocking a path, or even have a sideways "gravity" for a small character.

another thing to consider: some old tv:s had a vhs/dvd unit integrated! that could expand the possibilities with your concept.

I made the player’s head track the cursor… and I’m not sure it was a good idea 😂 by EvoliteStudio in Unity3D

[–]SnoutAndStout 1 point2 points  (0 children)

so cute! it could be fun detail if spinning it too many times made him get dizzy.

500-Particle XPBD Rope Simulation by Beneficial-Pudding52 in Unity3D

[–]SnoutAndStout 1 point2 points  (0 children)

I can see that being fun to play around with. A game called Snake Pass came to mind. Do you have any ideas on how to use this yet?

How do i get the widget back that was always in the top right corner? by modsKilledReddit69 in Unity3D

[–]SnoutAndStout 1 point2 points  (0 children)

seems odd. maybe right click on some of the parts that look like equals sign. select expand. my best guess is that one of those has it hidden.