Game design 06


Prototype version – bar05

playtest name – Bar1860PT05-pc

Taste Analysis

During playtesting, some players mentioned that they couldn’t see the exact attribute values of the drinks they made, and the final taste sometimes didn’t match what they expected. To improve this, I added a drink attribute display and a tasting cup feature.

This allows players to know the drinks they are making and test the taste before deciding whether to serve them to customers.

Taste meter:

Tasting cup:

Video Demonstration:

I think the biggest benefit of this improvement is that it makes experimenting with drinks easier for players. I don’t want players to feel confused just because the attribute system is unclear. With the attribute display and tasting cup, players can better understand the drinks they make and how different ingredients affect the results. This also allows them to focus more on experimenting with drinks and exploring the story, rather than constantly guessing how the system works.


Prototype version – bar06

playtest name – Bar1860PT06-pc

Response System

I went back to the games I researched during Game Design 1 and noticed that all four of them used dialogue choices to influence story branches. I thought this would work well in my own game, so I decided to try adding a similar mechanic.

But I also wanted to make my game a little different from the usual dialogue choice system, so I decided to add expression-based choices. Players can choose different expressions to respond to customers, and the customers will react differently depending on the player’s response.


Due to time limitations, I couldn’t add expression-based choices to the entire story, so I decided to include this feature in the chapters I had already written. This would allow me to test whether the system works well in my game and see how different emotional responses affect customers’ dialogue and reactions.

I decided to add the expression response system to the Scent of a Woman storyline first.The branches are shown below:

I designed different story branches for each of the four drink attributes, allowing customers to react and respond differently depending on the drinks they receive. I hope this encourages players to explore more, try different drink combinations, and discover the stories.

Detailed Storyline
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.


Note: The strength route also offers an expression choice after its first two lines. The current code records that choice without a separate response. After the dialogue above, a second choice triggers one of the branches below.


Expression: Happy

Frank pauses with the glass in his hand.

[Frank] What? Something funny about me having a drink?

[Charlie] I think he's laughing at what we said.

[Frank] Ha! Then he owes me a drink. I'm providing the entertainment as well.


Expression: Sad

[Charlie] Are you all right?

[Frank] What, does the bartender want a drink too?

[Charlie] I don't think that's what he means, Colonel.

Frank taps a finger against the rim.

[Frank] ...Well, don't try to fix things with a drink. Don't take after me, at least.


Expression: Afraid

[Charlie] Colonel, I think the bartender's worried about you.

[Frank] Worried about me? This isn't my first stiff drink.

[Charlie] This one is pretty strong, though.

[Frank] Enough, Charlie. We'll worry about the next one when we get to it.

He takes another sip.


Expression: Angry

[Charlie] Colonel, I think the bartender agrees you should slow down.

Frank props his cane against the chair and frowns.

[Frank] What? When did you two start a temperance society?

[Frank] All right, all right! Let me finish this one, at least.


Branches rejoin here. Continue to the end of this round.


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.


Expression: Happy

[Charlie] Thank you. I really do like it.

Charlie takes another sip and gives a small nod.

[Frank] Well, Charlie. You've finally found your drink.

[Charlie] Is there something wrong with that?

Frank leans back in his chair.

[Frank] No. Next time I'll remember to buy you a bag of sugar.


Expression: Sad

[Frank] Hey, bartender. I don't like sweet drinks. Didn't say you couldn't make one.

[Charlie] You did say he was trying to poison you, Colonel.

Frank shrugs.

[Frank] Figure of speech, Charlie.


Expression: Afraid

[Charlie] It's all right. I like the taste.

[Frank] What? Have I scared the bartender?

[Charlie] You were a bit harsh.

Frank raises a hand, as if to tell you to relax.

[Frank] All right. Relax, bartender. I'm not going to complain over a little sugar.


Expression: Angry

Charlie looks at you, then turns to Frank.

[Charlie] You could at least say thank you, Colonel.

[Frank] Thank him? For nearly giving me diabetes?

[Charlie] I think the drink is good.

Frank holds out a hand.

[Frank] Then thank you for making Charlie a nice drink. Happy?


Branches rejoin here. Continue to the end of this round.


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.


Expression: Happy

[Charlie] Looks like the bartender's pleased too.

Frank brings the glass to his nose and smells it again.

[Frank] Of course. Someone who knows how much lemon to use, for once.

[Charlie] You can even tell how much?

[Frank] No, Charlie. I wasn't standing there counting.


Expression: Sad

Charlie sets his glass down and gives you a puzzled look.

[Charlie] What's wrong? We both like the drink.

[Frank] Charlie, just because the bartender isn't smiling doesn't mean something's wrong.

[Charlie] I was only asking.

Frank raps his knuckles on the bar.

[Frank] Hey, bartender. Nothing to feel bad about with this drink, at least.


Expression: Afraid

[Charlie] You've scared him, Colonel.

[Frank] Me? All I did was smell the lemon.

[Charlie] You caught him off guard.

Frank gently swirls his glass.

[Frank] Don't worry, bartender. I can't smell what you're thinking. Not yet.


Expression: Angry

Charlie notices your expression and lowers his voice.

[Charlie] Colonel, I don't think the bartender's happy.

[Frank] Why? Because I got it right?

[Charlie] Maybe he doesn't like you guessing his recipe straight away.

Frank laughs and puts his glass down.

[Frank] Ha! Next time I'll pretend I don't know.


Branches rejoin here. Continue to the end of this round.


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.


Expression: Happy

[Charlie] I think the bartender's glad you like it.

Frank cradles the glass and frowns a little.

[Frank] Who said I liked it?

[Charlie] You've drunk half of it.

Frank lowers his head and feels the side of the glass.

[Frank] That's because I don't like waste.


Expression: Sad

[Charlie] The bartender looks a bit upset.

Frank goes still. For a moment, he says nothing.

[Frank] ...Hey, bartender. This is nice and warm.

He rests his palm against the glass.

[Frank] Get yourself something hot too. Doesn't have to be booze.


Expression: Afraid

[Charlie] Colonel, I think he's waiting to hear whether you like it.

[Frank] Hmm?

Frank takes another sip and slowly sets the glass down.

[Frank] It's all right.

[Charlie] You could put it a bit more nicely.

Frank tilts his head towards Charlie.


Expression: Angry

[Frank] It's good. Will that do?

[Charlie] Colonel, he's only trying to give you something comforting.

[Frank] I know, Charlie.

[Charlie] Then why complain?

Frank runs his thumb along the rim, then pauses.

[Frank] ...All right. Thank you for the drink, bartender.

[Charlie] See? That wasn't so hard.


Branches rejoin here. Continue to the end of this round.


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?


Expression: Happy

[Charlie] You seem glad the Colonel likes his drink.

Frank rattles the ice in his glass.

[Frank] He should be. Hard to find a bartender who can pour whisky.

[Charlie] You make it sound like he's done something remarkable.

[Frank] Don't spoil the moment, Charlie.


Expression: Sad

[Charlie] Are you all right?

[Frank] What's wrong?

[Charlie] The bartender looks a bit upset.

Frank slowly puts his glass down.

[Frank] ...Hey, bartender.

[Frank] Whisky's good stuff. Doesn't solve everything, though.

He waits a moment before picking up the glass again.


Expression: Afraid

[Charlie] The bartender doesn't look well.

[Frank] Something wrong with the drink?

[Charlie] No. You just said it was good.

Frank raises his glass a little.

[Frank] Then don't worry, bartender. I only want another drink. I'm not clearing out your stock.


Expression: Angry

[Charlie] Colonel, I don't think the bartender wants to pour you another.

Frank sets his glass on the bar.

[Frank] Oh? Now the bartender's keeping count too?

[Charlie] Maybe he thinks you've had enough.

Frank taps the rim twice.

[Frank] ...All right. No refill for now.

[Charlie] Really?

[Frank] Don't make me say it twice, Charlie.


Branches rejoin here. Continue to the end of this round.


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.

Before introducing the expression response system, I created a simple tutorial to explain how players can use different expressions to respond to customers and how these choices may affect later conversations. This makes the mechanic easier to understand when players first encounter it.

As shown in the video:

After finishing the tutorial, I added the expression response system to the story I had written earlier. Players can now choose different expressions during conversations, and customers will react differently depending on their choices, creating more branches in the story.

As shown in the video:

This new mechanic doesn’t change the original gameplay loop. Instead, it adds more interaction to the existing bartending and dialogue system.

The expression response system simply gives players another way to influence dialogue and makes the gameplay more interactive.


Future Plans

We will soon have our final prototype playtest. I plan to use this opportunity to collect more feedback and see whether my previous improvements have worked and if there are still any problems. I will also prepare some questions in advance to find out what players think about the bartending gameplay, story branches and the new expression response system.


Use of AI Tools

Google translate

Youdao translate

Chat GPT drawing