Rainbow Restaurant Rush

 Project Background

Rainbow Restaurant Rush is a computer-based game application that was developed for a game development course at the University of Florida. This application was developed by a team of three engineers: Isabel Castro, Mateo Delgadillo, and Jonathan Morales, two 3D modelers: Calvin Cheung and Hye Jin Min, and three designers: Frances Landrum, Maria Luisa Grosso, and Matthew Leonard.

Prototyping

Once we had an idea of what we wanted the game to be like, we created paper prototypes to give us an idea of how the game would feel. We each created our own paper prototypes as well as came together and "played" the real life version of our game. To do this, we cut out paper food in different colors, and we were each assigned a color. The player would be in the middle of a circle of customers in an office chair. The customers would be put in different places every round and the food would be in a shuffled pile. Each customer also kept track of a timer that was set at different lengths for different levels. When the game started, the customer would have a pile of foods in their hand and had to rotate in place and give the correct food to the corresponding color customer. The main take away from this activity was that we needed to allot more time for each of the customers because it was too difficult with the time we had initially chosen. After sorting some more issues out, we also created designs for what we thought the game would look like on a computer or mobile device.

 

Game Identity

Help feed the cutest hungry customers in Rainbow Restaurant Rush! As a server, you must serve very picky customers their corresponding food as it comes out hot from the kitchen. As a hint, food is the same color as the animal customer who ordered it. Each customer has a ‘satisfaction time limit’ so be fast to get more points! Feed an animal the wrong food or disappoint too many customers? You’ll get fired! The goal is to have as many happy customers as possible and get the most “tips” or points!

Default Mechanics and Camera

The main controllable game asset is a non-visible character whose point of view is the basis of the perspective. The player is a server at a food establishment whose passion is to satisfy customers by providing the right dish for every unique customer. 

 

Level Breakdown

  1. Select your level difficulty on the selection screen and play that level until time runs out or you fail to feed all your customers the right meals.

  2. Easy - There are four animals at the table and the player must serve them to keep them happy. Their tolerance for time is at the highest.

  3. Medium - Two more Animals are added to the table, as the player successfully delivers food the time they have to “serve” it to the appropriate customer is reduced. Tolerance is lower and the animals react to your skills accordingly.

  4. Six animals are at the table, and there is an extremely low tolerance for serving incorrectly and a very quick timer.

Planned Feature Set

  • Character animations (bounce and grow when fed)

  • Timers over characters to indicate time left before they leave dissatisfied/ lose points

  • Lives to indicate how many mistakes you have left

  • Character satisfaction meter

  • Camera movement with arrow keys

 

Gameplay

  • As you rotate the POV camera in the table using your arrow keys you will land on and see a character

  • If you rotate too fast the camera will spin and you will miss your character

  • There will be a set amount of Animals at the table based on the level however the Animals will repopulate as a new character when their fullness meter is full or when they have been served the incorrect item too many times 

  • Once “full” the animals will disappear to regenerate a new character

  • Graphics (aesthetics) of the restaurant table and room will change every new level to indicate you have leveled up

  • Food triggers a delivery timer for each animal at the table, the speed at which you serve your customer determines the amount of “tip coins” you receive 

  • Difficulty between levels is correlated to a variable number in characters 

  • The game is “high score based” to progress to a new level, three lives per level

  • Lose lives by feeding animals incorrect food or having the customer leave from lack of service

  • Each Animal has a  customer satisfaction bar above their head which indicates how full/satisfied they are

  • No duplicate Animals at the Table on any level

 

Audio

UI Sounds - https://kenney.nl/assets/interface-sounds

Title Screen Music - www.audioblocks.com/stock-audio/forward-and-back-slyvbj6hldrk0wxzpqj.html

Game Play Music - http://dig.ccmixter.org/files/jlbrock44/59438

Game Over Music - http://dig.ccmixter.org/files/jlbrock44/52765

 

Trello: https://trello.com/b/TIOTmC8r/bunny-kitty