Prototype version – bar03
playtest name – Bar1860PT03-pc
Story and Interaction
Due to time limitations, I couldn’t include the entire story in this prototype. Instead, I decided to focus on a smaller part of the narrative, mainly showing the core gameplay and how different player choices affect the characters’ reactions and following dialogue. The rest of the story will be developed later.

As shown in the image.
I drafted two story stages. The first stage is mainly used as a tutorial to help players understand the basic controls and bartending mechanics. The second stage includes more complete gameplay, allowing players to experience mixing drinks, making dialogue choices, and seeing how different decisions affect the story.
As a personal interest, I also included two of my favourite film characters, Frank and Charlie from Scent of a Woman. I wanted to see what it would be like to bring them into my game’s world and let players interact with them through bartending and dialogue.
The story flow for each stage is as follows:


The main points I want to emphasise are:
In my game, players gradually get to know their customers and uncover their own missing memories by listening to conversations and experimenting with different drinks.
Customers do not always directly say what they want, so players need to pay attention to their dialogue to understand their preferences and needs before choosing ingredients and proportions. Players can also experiment with their own combinations and see how customers react.
Different drinks may unlock additional story content. For example, making a drink that matches the watchmaker’s preferences might encourage him to reveal clues about a pocket watch, while special drink combinations can trigger unique dialogue and farewell scenes with Frank.
Even if a drink does not match a customer’s taste, the story will still continue. I want players to feel comfortable experimenting with different choices and stay curious about the customers’ stories, wondering what else they might discover as they get to know each person better.
Game Loop

Story Script
1. Rented Room and Arrival at the Bar
[Radio] And now, the weather. More rain on the way. Don't forget your umbrella.
Day two. Still no memory.
You wake up in a rented room, with empty bottles all over the floor. You can't remember much of anything. How you ended up like this, for a start.
Luckily, your boss hasn't forgotten how to work you into the ground.
Krien. He's had enough of you missing shifts. Miss one more, he says, and you're out of the room as well.
Apparently, losing your memory doesn't get you a day off.
You still have no idea what you're doing. But you need somewhere to sleep, so you'd better get moving.
You're gathering your things when you notice a magazine on the table.
First Look at Krien's New Restaurant: Ladon Group Moves Into Hospitality
You pick it up.
Today's date.
...So your boss has more money behind him than you thought.
You head out. The questions can wait.
You make it with half an hour to spare before opening.
Right in the city centre. A good spot, and the place looks expensive. All warm wood and old-fashioned fittings.
Krien's by the door, looking up and down the street.
He spots you. Doesn't look away.
[Krien] You've got some nerve showing up here! Wait—no. Finally! You're here!
You don't get a word in. He grabs you and drags you inside, straight to the bar.
[Krien] My friend. My dear, dear friend. You're lucky we weren't open these last few days. If you pull this on opening day...
[Krien] You made me a promise. Remember?
[Krien] This is my first proper venture! I've got to make it work. Show them what I can do!
[Krien] You handle the bar. Leave the rest to me!
That's a problem.
You don't remember the promise. You're not even sure you know how to make a drink.
And, of course, he's your landlord too.
He's young, ambitious, and very sure things are going his way.
You, on the other hand...
Let's just get through the shift without being fired.
You've already lost your memory. No need to lose the room too.
2. The Watchmaker Arrives
Time to open. You step behind the bar and open the notebook.
Mr. Hale, the local watchmaker, settles into his usual seat.
[Mr. Hale] Something a little sweet, please. Nothing too strong. And go easy on the lemon.
Three orders (serve each before continuing):
[Mr. Hale] Whisky Sour, please. A little sweet, and easy on the lemon.
[Mr. Hale] Let's try a Gin Punch next. Keep it light, with a little sugar.
[Mr. Hale] A Hot Toddy to finish. Something warm, not too strong. My hands are cold.
Order responses (according to the drink served):
[Mr. Hale] I wasn't expecting that. What did you put in it?
[Mr. Hale] Not what I ordered. Still, let's give it a try.
[Mr. Hale] There we are. Let's have a taste.
[Mr. Hale] Coffee and spirits... I'll be smelling that all the way home.
Taste responses (according to his preferences):
[Mr. Hale] That's good. I could sit here a while.
[Mr. Hale] Not really my thing. Thanks, though.
[Mr. Hale] Hmm. I'll sip this one.
[Mr. Hale] Ah, that's better. Needed something warm. Thank you.
Extra dialogue if the drink matches his tastes (once per visit):
[Mr. Hale] You listened. Not everyone does. There's something I should tell you.
[Mr. Hale] You brought me a pocket watch last winter. It had stopped. There were two names inside the case. Yours, and someone else's.
[Mr. Hale] You asked me to hold on to it until you came back. I still have it. If you'd like to see it.
After the three orders:
[Mr. Hale] That's enough for me. Thank you. I'll be on my way.
3. Frank and Charlie Arrive
You hear an argument at the door.
Two men walk in. Somehow, you know their names.
That's odd. Someone must be having a laugh. :)
[Frank] I know where I'm going, kid. You don't have to lead me around like an old dog.
[Charlie] I was just telling you there's a step, sir.
[Frank] Then you should have told me sooner.
A young man guides a middle-aged man in dark glasses inside. The man carries a cane. He stops just past the door.
[Frank] Hmm. New place?
[Charlie] Yes, sir.
[Frank] Hope they spent some money on the booze. Not just this damned decor.
They take a seat at the bar.
[Charlie] Hello. Could we have a glass of water, please?
[Frank] Water? What, you brought me here for a bath?
[Charlie] The doctor said you should cut back.
[Frank] He also said I should get out more. Here I am. Now he's got a problem with that too?
Frank taps the bar with his cane.
[Frank] Hey, bartender. Get me a drink.
[Charlie] Sir...
[Frank] Don't order for me, Charlie. I'm not so old I need someone picking my drinks.
[Frank] So, bartender. What have you got?
Serve four rounds, evaluating each drink separately. The following are alternative drink responses, not consecutive scenes.
Strength
[Frank] Ha! Now we're talking!
[Charlie] Ahem... Are you sure that isn't pure alcohol?
[Charlie] Colonel, I think you've had enough today.
[Frank] Since when do you keep count of my drinks, Charlie?
[Charlie] Since you started treating dinner as something to soak up the whisky.
Sweetness
[Frank] Bartender. I ordered a drink, not syrup.
[Charlie] This is good. I like it.
[Frank] Charlie. This one is yours.
[Charlie] Why?
[Frank] Because I think the bartender's trying to kill me with sugar.
[Charlie] ...It's actually quite good.
[Frank] Then drink it.
Sourness
[Frank] Wait. Lemon peel, (other ingredients in this drink)?
[Charlie] You can smell that?
[Frank] I'm blind, Charlie. Nothing wrong with my nose.
[Frank] Lemon. Not bad. At least you know how to give a drink some character.
[Charlie] I like this. Much easier to drink than straight whisky.
Warmth
[Frank] What is this?
[Charlie] It smells warm.
[Frank] I know, Charlie. I'm asking why someone thinks I need it.
[Charlie] Maybe the bartender just wants you to feel better.
[Frank] ...Hmph.
Hidden drink: whisky only, with ice
[Frank] Whisky? Hmm. At least you know what to give me.
He lifts the glass, smells it, then takes a sip.
[Frank] Good. Another.
[Charlie] Colonel, you've only just sat down.
[Frank] So? Am I supposed to wait for it to evaporate?
Hint after round three if the hidden drink was not served:
[Charlie] He usually likes his spirits strong, over ice. But... if you can, please go easy on him.
[Frank] I can hear you, Charlie.
After each round, except the fourth:
[Frank] Another drink, bartender.
Regular farewell (after four rounds, if no hidden drink was served):
Charlie checks the time and puts his glass down.
[Charlie] Colonel, it's about time we left.
[Frank] Already? I've only just settled in.
[Charlie] You've been here over an hour.
[Frank] Must be a decent place, then.
Frank feels for the cane beside his chair and slowly gets to his feet.
[Charlie] Thank you for looking after us.
[Frank] Hey, bartender!
Frank stops and turns his head towards the bar.
[Frank] Less sugar next time. And don't let this kid order for me.
[Charlie] I'm only trying to get you to drink less, Colonel.
[Frank] See? There he goes again.
Charlie shakes his head and helps Frank towards the door.
[Frank] Come on, Charlie. Before I change my mind and order another.
Special farewell (if the hidden drink was served during this visit):
Charlie checks the time and gives Frank's arm a gentle tap.
[Charlie] Time to go, Colonel.
[Frank] What's the rush? I haven't finished.
[Charlie] Your glass is empty.
Frank feels around the rim to make sure, then lets out a disappointed sigh.
[Frank] Damn. Good times never last, do they?
[Charlie] You've said that once already.
[Frank] Then I must be right.
Charlie gets up to pay. Frank picks up his cane and turns towards the bar.
[Frank] Hey, bartender.
[Frank] Good whisky today.
He pauses for a moment.
[Frank] Hope you're still here next time I come in.
[Charlie] You're already planning another visit?
[Frank] What? You want me back drinking that watered-down stuff?
[Charlie] I'd just like you to drink a bit less next time.
[Frank] Charlie, you need to learn when to stop talking.
Frank makes his way to the door with his cane.
[Charlie] Thank you. Goodbye!
[Frank] Hoo-ah!
Their voices fade away outside.
4. End of the Shift
Your shift is over. You wipe down the bar and turn the lights low. Time to go home.
Return to the main menu.
Game playtest
After finishing the first version of my game, I asked a few friends to try it out and see if there were any problems. I also wanted to hear what they thought about the game.



They gave me some suggestions, such as the buttons looking too simple, the background not quite matching the overall style, and the Notebook having too few pages. They also suggested adding a customer notebook so players could check information about customers they had met without having to remember everything themselves.
I think adding a customer notebook is a good idea. Players are supposed to get to know customers through repeated conversations, having a customer notebook would also make it easier to remember the information they had discovered earlier.
Customer notebook:

Customer Information design:


UI and colour Updates
I made several changes to the bar background, including how realistic it looks, the lighting, shadows and blur effects. I also adjusted the dialogue box and the overall colour scheme of the interface to make everything fit together better. I wanted the background to create the right atmosphere.


I added some raindrop effects to the game’s title screen to make it look less plain and create more atmosphere.
Detailed code
define TITLE_RAIN_STREAK = Solid("#b8cadc", xysize=(2, 32))
init -20 python:
TITLE_RAINDROPS = tuple(
((index * 173 + 47) % 1280, (index * 137 + 19) % 760 - 40,
28 + index % 5 * 5, 190.0 + index % 7 * 26, 0.22 + index % 4 * 0.05)
for index in range(64)
)
transform title_raindrop(x, initial_y, length, speed, opacity):
subpixel True
xysize (2, length)
alpha opacity
xpos absolute(x)
ypos absolute(initial_y)
linear ((760.0 - initial_y) / speed) ypos absolute(760.0) xpos absolute(x - 35.0)
block:
xpos absolute(x)
ypos absolute(-length)
linear ((760.0 + length) / speed) ypos absolute(760.0) xpos absolute(x - 35.0)
repeat
screen main_menu():
tag menu
add TITLE_BACKGROUND
fixed:
xysize (1280, 720)
for x, initial_y, length, speed, opacity in TITLE_RAINDROPS:
add TITLE_RAIN_STREAK at title_raindrop(x, initial_y, length, speed, opacity)

Language System Optimisation
I made two language versions of the game, Chinese and English, so that more players from different countries can play it. This can help the game reach a wider audience and make it easier for players to understand the story and gameplay in their preferred language.
The colour and text form are change for the main sean UI layout still using Ren’Py’s default.

Future Plans
I will be presenting my game next week to show my lecturers and classmates the game play and what I have developed so far like what they think about the story and bartending system. I will use their feedback to make further improvements to my game.
Use of AI Tools
Google translate
Youdao translate
Chat GPT drawing, code debugging.