Gerüchte Küche
Gerüchte Küche | |
---|---|
Studio | Mandarinenbaum |
Genre | Investigation & Casual |
Dies ist ein Grundgerüst für das Spielekonzept in der Lehrverantstaltung Game Production. Die als Überschriften ausgeführten Punkte und die Infobox sollen enthalten sein, darüber hinaus kann die Seite aber nach eigenem Belieben ausgestaltet sein.
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Links
Rollen und Aufgaben im Team
Ayana Adams | Project Management, Art |
Nicolas Pöttenauer | Game Design |
Leon Nolte | Programming |
Katharina Hegedüs | Story Writing |
Andrea Höglinger | Sound Design |
Katharina Binder | Level Design, UI |
Vision Statement
"Gerüchte Küche" draws its players in with a surprisingly in-depth story, with more going on than what one might assume at the beginning. It may appear as a simple tavern management game, but once the player peeks behind the curtain, an exciting adeventure awaits from the comfort of their restaurant. Interacting with guests unveils the true severity of the rivalry going on in the town.
Game Mechanics
In this game, your primary goal is to get your guests to tell you rumors to dismantle the rival restaurant. So the player will open the restaurant, walk around and talk to the guests, choose the correct dialogue options to acquire rumors, and then at the end of the day, the player will go up to the "slander board" to put these rumors on display. The challenge consists of gathering rumors with different reliability and effectiveness stats, and at the end of the day choosing the best rumors to boost your own reputation while dropping the other restaurant's. Results of one's slander will be revealed the following day.
Throughout the day you have limited energy, every action will drain your energy, so choose wisely who to talk to and what to do.
Level Design
The entire game will be taking place inside your own tavern, with guests travelling through. The room the player will be moving in is the main restaurant hall, moving from table to table.
Story
You are the proud owner of a failing restaurant run by monsters, with the much more successful elven rival restaurant just across the street. Deciding that enough is enough, you weaponize rumors provided by your loyal guests to slander your rival into the ground. But not everyone will be eager to provide you with juicy information, and not every rumor is reliable enough to help you out, some might even damage your own reputation. Pick and choose what you wish to tell the public through your trusty slander board and come out on top of the restaurant food chain.
The story will be told through the dialogues with the guests and through reading the short snippets of the newspapers that show the current reputation of both restaurants each day.
User Interface
The game will be played from the first person perspective. The UI will be held to a minimum to enhance the game's immersion, but there will be elements such as an indicator of the rival restaurant's reputation, an energy meter and all the articles and post-its on the slander board. We also plan on adding a lot of visual and auditive feedback upon interacting with certain buttons and options.
Concept Art & Assets


Here is the list of assets planned for the scene: Asset List