This reminds me that I probably need something similar to display during coffee prep phases. Not sure yet if that's something I would implement right off the bat, or something that I'd display once your character hits a certain skill level (probably the latter), but it's something I should still add at some phase. I have a lot to think about during the development of this upcoming version.It's fascinating seeing all of the new stuff in action. The new customer sprites are looking particularly good. Adding more color to them makes it much easier to tell who's who, and just adds more life to them. The menus are certainly the most exciting part for me, though. There's just so much more information now. Playing around with garnishes, powders, and whatnot was always a shot in the dark for the most part. All I had was a flavor score, I think, and I wasn't sure exactly how that translated into the quality of a drink. It's good to see a more consistent view across the customer preference information and the item information.
I make no guarantees of its accuracy (even though I think it is accurate), but it's supposed to show the quality score of the coffee in hand. It's useful when you're serving a customer of a particular tolerance level. Generally, if you're serving someone with low tolerance, you'll want to do your best to come within a few points of their preferred quality value. It's also very useful when you're serving the coffee critic, as he expects you to satisfy higher tiered coffees with each new evaluation.I have a question about the z shortcut. I found it by chance once, and I couldn't tell how it calculated the cost. Does it show the estimated price of the cup of coffee for the customer? Or does it calculate the cost of each individual ingredient that went into making that cup, ie paper cup + hawaiian powder + sugar + cream? I assumed it would show the latter, but I remember the number shown not seeming to be accurate. However, since a serving of sugar is a fraction of the price of a whole unit, for example, my quick in-my-head math could be totally off.
It should be noted that there are two quality values given to you at any one time: 1. The value of the coffee in the pot, and 2. the value of the coffee you're about to serve. The value of the pot is your base score. It requires garnishes, clean cups, and other comforts to raise the score. You can also use garbage and spoiled items to lower it if it's too high--not that anyone wants gross coffee, but some people are cheapskates and don't want something that'll cost them $7. So, strategies abound. Again, I want to improve the interface according to increasing coffee skills at some point. But when you hit z, you're displaying the overall quality value of that particular cup, based on what cup you poured the coffee in, what garnishes are in it, and whether or not you've stirred it or fit it with a warmer. It does not give you any indication of what it might cost, you or the customer. And that would be difficult to display anyway, as the customer generally pays you according to value, preference, and tolerance--in other words, he chooses what he wants to give you. If you watch the video again, you'll notice that the last customer pays $3 for the same coffee that earns $2 from everyone else. The customer who pays $3 also has very low standards, according to what he says when he orders it.
What you're suggesting, the value of the coffee versus the cost of making it, is a good idea. However, I think for it to be accurate, I would need to implement a decimal system, and there's a reason I haven't done that yet. Fortunately, I have those breakdowns written in my journal. It's how I balance the game. In v1.1, I think it was possible to spend more on coffee than you made from it. Obviously, that's unacceptable, so I've since fixed it. But scripting a decimal system is something I do hope to accomplish eventually. I'd rather this game deal in dollars and cents instead of just dollars. The OHR makes that very difficult to do well, though.
That said, I don't want your success to depend entirely on customer whims. At some point, I'll allow you to customize prices for certain types of coffee, but only for those that go on the menu. Anything you make on the fly (that doesn't match a defined coffee on the menu) will still be pay-what-you-want for the customer. Most likely I'll be using a sliding scale for setting prices in v1.3 (like how The Sims 2: Out for Business does it) when I implement the custom menu, and move it to a decimal system in v1.6, which will basically be my feature complete version, for finer tuning and better ROI information.
That's high praise. Thanks for sharing that.On a side note, I wanted to mention that as I was getting my own coffee this morning, I noticed the garnish bar had cinnamon powder with the sugar. I'd never had cinnamon in my coffee before, but I realized that is practically my specialty in Entrepreneur based on how frequently I use it. Turns out it's actually really good. I might even make it my regular drink. I just find it interesting how much Entrepreneur: The Beginning has in a way shaped my way of thinking about things like what goes into making a product on the provider's and the customer's end. It's how I know it's such a great game.
On that topic, let me suggest that you don't put salt in your coffee. I tried that myself once before scripting it in. It doesn't taste very good, hence why it doesn't taste good in the game. FYI.