Business Heroes: Street Grub cover
Business Heroes: Street Grub screenshot
Genre: Simulator, Strategy, Indie

Business Heroes: Street Grub

Weekly Short Update #41 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface



  1. Implemented currency ๐Ÿ’ฑ and pricing ๐Ÿ”ข data for UAE ๐Ÿ๏ธ

General fixes and modifications ๐Ÿ› ๏ธ



  1. Fixed bug ๐Ÿชฒ preventing weather ๐ŸŒฆ๏ธ in multiplayer from syncing after day 1.
  2. Removed incorrect tooltips ๐Ÿ’ฌ from competitor view.
  3. Fix bug ๐Ÿชฒ breaking population generation when multiplayer game ๐ŸŽฎ starts.
  4. Improved particles effect for buttons โŽ


Want to playtest the game?

We are running a playtest right now!

Join our community and embrace the challenge in Business Heroes: Food Truck Simulation! ๐Ÿ˜‰

Exploring The Population System

Hello heroes! ๐Ÿ‘‹

Itโ€™s great to catch up with you again. This episode is all about how the outdoor population size works.

Letโ€™s get right into it. ๐Ÿ˜‰

The City has an outdoor population size and a base population size.

The outdoor population size is the total number of customers that are outdoors and willing to make a purchase. The base population size is the total number of customers, including those indoors.



The Cityโ€™s base population size is the sum of the base population sizes across all localities.

The base population size for each locality is shown below:



Because many prices in the game are similar to their real-life counterparts, and given the limited number of customers we could include in each locality, we implemented a customer effect scale of 1:10 to ensure businesses could become profitable.

In effect, each customer has an in-game impact of 10 customers. For example, the 60 customers in Street Corner have an effect equivalent to 600 customers.

The outdoor population size in each locality depends on the influence of three main factors, which are:


  • General happiness of the population (Population Happiness)
  • Economic well-being of the people (Economic Happiness)
  • Random Events

The influence of any of these factors determines the outdoor population size in each locality and the City at large.

For example, the image below shows the difference between the outdoor and base population size in Glamour and Hip Street.



This difference results from the current Economic Happiness in the City being lower than expected.

Economic happiness affects all localities and effectively produces a current population for the City, 968, lower than the base, 1260.



We looked at the impact of economic happiness and random events in this episode and this episode, respectively, so let's look at Population Happiness.

The population starts with an average Happiness level of 50. Their current happiness (Population Happiness) per time will fluctuate upwards โ†—๏ธ or downwards โ†˜๏ธ depending on the outcome of the following formula:



From the above, you can see that weather plays a substantial role in the overall happiness of the population.

We explained how the weather works in detail here.

Depending on the prevailing weather for the time of day, the following is the impact on Population Happiness:



When itโ€™s sunny, the population happiness due to weather is maximum and therefore a higher outdoor population size is expected.

But as the weather worsens, population happiness due to weather reduces till the outdoor population drops to zero when there is a storm.

Whenever there is a lower outdoor population size, you will need to adjust your business strategy to operate sustainably.

That's it for this episode!

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Live Long and Prosper ๐Ÿ‘‹,
Team Visionaries

Weekly Short Update #40 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

This week, most of the team converged at the Dubai GameExpo Summit powered by PG Connects.๐ŸŽฎ๐ŸŒ This incredible event has been a whirlwind of bonding, learning, networking, and showcasing the game.

From the 21st to the 22nd, we had a fantastic time presenting Business Heroes: Food Truck Simulation ๐Ÿ”๐Ÿšš to a keen audience of gamers and industry professionals in the region. Although many were getting to see and play the game for the first time, they all loved it.



Someone even discovered two perfect recipes on their first try! ๐Ÿ˜†

The highlight? Getting to meet one another for the first time in over 2 years of working together. ๐Ÿคฏ As a fully remote team with members spread across the globe, this was an incredibly heartwarming experience for everyone. ๐Ÿซ‚

Harnessing the feedback and insights from all players at the event, including previous Alpha testers, we're doubling down on our efforts to polish the game and bring it to life with even more gusto and passion. ๐Ÿ’ผ๐Ÿฆธโ€โ™‚๏ธ

Want to playtest the game?

Our Alpha playtest is still on!

Join our community and embrace the challenge in Business Heroes: Food Truck Simulation! ๐Ÿ˜‰

Weekly Short Update #39 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface



  1. Implemented competitor โš”๏ธ view and Stats in multiplayer
  2. Added recipe difficulty options to main menu.
  3. Implemented AI ๐Ÿค– User Interface in-game


General fixes and modifications ๐Ÿ› ๏ธ



  1. Modified perfect recipe ๐Ÿ” clues and tied them to the difficulty level.
  2. Fixed bug ๐Ÿชฒ breaking start sequence for Multiplayer.


Want to playtest the game?

We are running a playtest right now!

Join our community and embrace the challenge in Business Heroes: Food Truck Simulation! ๐Ÿ˜‰

Weekly Short Update #38 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

General fixes and modifications ๐Ÿ› ๏ธ



  1. Implemented a fix for tooltips ๐Ÿ’ฌ to remain completely visible within any aspect ratio ๐Ÿ’ป๐Ÿ–ฅ๏ธ
  2. Stand spots in all localities are now interactable in Missions after players purchase a stand ๐Ÿšš
  3. Implemented high quality render for Ultra quality ๐Ÿคฉ
  4. Improved the visibility of the caret in the feedback form.
  5. Fixed bug ๐Ÿชฒ causing texts to be replaced by the 'tab' key in input fields when tabbing between input fields.


Want to playtest the game?

We are running a playtest right now!

Join our community and embrace the challenge in Business Heroes: Food Truck Simulation! ๐Ÿ˜‰

Weekly Short Update #37 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

General fixes and modifications ๐Ÿ› ๏ธ



  1. Fixed resolution issues affecting several views when player has a dual monitor ๐Ÿ–ฅ๏ธ ๐Ÿ’ป setup.
  2. Fixed VFX scaling issue.
  3. The notifications button ๐Ÿ”ณ is now transparent.
  4. Employee ๐Ÿง‘โ€๐Ÿณ training and bonus effects now display properly.
  5. Stopped shortcuts from being triggered when player is filling out the feedback ๐Ÿ’ฌ form.
  6. Players can now switch between CEO name and Company name input fields using the TAB key. โŒจ๏ธ
  7. Fixed bug ๐Ÿชฒ preventing stand locations from animating in the environment when players hover ๐Ÿ–ฑ๏ธ on it in the UI.
  8. Removed employee ๐Ÿง‘โ€๐Ÿณ cost from the Income and Expense section of the first stand in career mode.
  9. Fixed bug ๐Ÿชฒaffecting the debt-to-equity ratio and preventing players from taking a second loan. ๐Ÿ’ต


Want to playtest the game?

We are running a playtest right now!

Join our community and embrace the challenge in Business Heroes: Food Truck Simulation! ๐Ÿ˜‰

Getting Product Development Right ๐Ÿ‘๐Ÿ”

Hello heroes! ๐Ÿ‘‹

Want to playtest ๐Ÿ•น๏ธ๐ŸŽฎ the game? We are running a playtest right now! ๐Ÿ•บ๐Ÿ’ƒ Join our community and embrace the challenge in Business Heroes: Food Truck Simulation! ๐Ÿ˜‰


It is no secret that the foundation of a food truck businessโ€™s success lies in the quality of its food. But the question remains, how do entrepreneurs develop a recipe that delights their customers and keeps them returning for more?

In this edition, we delve into the inner workings of the product development process and how we designed the feedback system to help players perfect their recipes.

Discovering Customer Needs ๐Ÿ”


There are nine customer segments in the city. Each group has unique preferences for its burger. The player's food quality goal is to discover the perfect recipe for their target customer segment.

During our second playtest, we discovered that giving players a preferred range for the perfect recipe of each customer segment drastically improved their playthrough.

We added this range in the tooltip of each customer segment:



The perfect recipe for all customer segments changes with each game, but the preference range stays the same.

The recipe has five ingredients with a minimum and maximum amount that can be included per burger:

Patty: 100g - 300g per burger.
Tomato slices: 0 - 5 slices per burger.
Lettuce leaves: 0 - 5 leaves per burger.
Cheese slices: 0 - 5 slices per burger.
Sauce: 0 - 3 sachets per burger.

Depending on the player's target customer segment, they can use the preference range to decide their initial ingredient combo and modify it based on customer feedback.



Feedback Interpretation ๐Ÿ‘ฉโ€๐Ÿซ


We implemented a recipe feedback interpretation system to help you know exactly how much more or fewer ingredients your burger needs.

Customers give one of four types of food quality feedback whenever they buy a burger:

  • Terrible burger - Yuck!
  • Excess ingredient - The burger is overloaded.
  • Insufficient ingredient - The burger is empty.
  • Perfect recipe

Their feedback depends on the margin of difference between their perfect recipe and the number of ingredients in the burger they just bought.

Letโ€™s take tomato slices, for example:



In the above example, 2 tomato slices are perfect for the customer segment. When no tomatoes are added to the recipe, the customer will give an 'Insufficient' ingredient feedback, meaning the slices should be increased by 2.

If 4 slices are added, the customer will give an โ€˜Excessiveโ€™ ingredient feedback, meaning the tomato slices should be reduced by 2.

When 5 slices are added, the customer will give a โ€˜Terrible Burgerโ€™ feedback, meaning the tomato slices should be reduced by 3.

Whenever the customer does not give food quality feedback, the ingredients are close to the perfect recipe and only require one increment or reduction.

Feedback Prioritization โฌ†โฌ‡


Because the recipe feedback applies to all ingredients and we only wanted to show one per customer purchase, we had to prioritize them.

Terrible burger has the highest priority. Hence if any ingredient in the recipe meets that condition, the customer will give a terrible burger feedback, even if all other ingredients are excessive or insufficient.



Excess ingredient is next in priority, but only when there is an equal number of Insufficient ingredient feedback in the recipe. If either feedback is more in the recipe, it will show as the recipe feedback.

For instance, if a recipe has an excess of 2 ingredients and an insufficiency of 2 ingredients, the feedback shown is for 'Excess' ingredients.

But if a recipe has an insufficiency of 2 ingredients and an excess of 1, then the feedback shown is for 'Insufficient' ingredient.

We hope this prioritization will eliminate confusion, allow players to quickly resolve their recipe's most severe problems, and get them closer to the perfect recipe faster.

That's it for this episode!

Don't forget to join our community to get these behind-the-scenes specials delivered directly to your inbox. Plus, we've got other exclusive perks waiting for you.

Live Long and Prosper ๐Ÿ‘‹,
Team Visionaries

Weekly Short Update #36 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface



  1. Added โ€˜exit to menuโ€™ option when players click the in-game exit button โ†ช๏ธ
  2. Added employee ๐Ÿง‘โ€๐Ÿณ costs to the challenge screen in Mission 2.


General fixes and modifications ๐Ÿ› ๏ธ



  1. Stopped locality ambience SFX from playing when reloading ๐Ÿ”„๏ธ mission scene.
  2. Fixed CEO name ๐Ÿง‘โ€๐Ÿ’ผ not being used to identify stands in the missions.
  3. ๏ธFixed the bug stopping the company name randomizer ๐ŸŽฒ from generating random names.
  4. Stopped the feedback ๐Ÿ’ฌ form from disabling some stand management functions when called.
  5. Fixed player Steam image ๐Ÿ–ผ๏ธ not displaying as employee image in Mission 1.
  6. Implemented a pause โธ๏ธ when the player triggers the feedback ๐Ÿ’ฌ form.
  7. Reworked the gameplay tip ๐Ÿ’ก highlights for Mission 4.
  8. Enabled Tab button in country ๐Ÿดselection view.
  9. Fixed employee ๐Ÿง‘โ€๐Ÿณ salary not showing in dashboard section for mission 2.
  10. Stopped Mission 4 from freezing at the loading point when player retries ๐Ÿ”ƒ the mission.
  11. Fixed bug causing the gameplay tips ๐Ÿ’ก to sometimes break the notifications section.
  12. Stopped Mission 1 from failing to load the end-of-day sequence after 8pm.
  13. Fixed bug causing the Playerโ€™s steam name to display as โ€˜Offline Playerโ€™ โ”.


Want to playtest the game?

We are running a playtest right now!

Join our community and embrace the challenge in Business Heroes: Food Truck Simulation! ๐Ÿ˜‰

Weekly Short Update #35 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Number of friends ๐Ÿง‘โ€๐Ÿคโ€๐Ÿง‘ currently playing the game ๐ŸŽฎ now shows in Menu screen
2. Added a lock ๐Ÿ”’ function to the burger ๐Ÿ” price.
3. Added a link to the affected food stand whenever a stand runs out of stock or closes ๐Ÿ˜ฑ.

Environment


1. Customer stats ๐Ÿงพ now shows when players click ๐Ÿ–ฑ on a customer.
2. Added customer icons to the notifications section so players can easily differentiate between segments.
3. Added the playerโ€™s Steam profile image ๐Ÿ–ผ๏ธ to their food stand in Mission 1.

General fixes and modifications ๐Ÿ› ๏ธ


1. Fixed pixelation issue affecting the business guide browser ๐Ÿ’ป.
2. Modified Move Stand gameplay tip ๐Ÿ’กin Mission 2
๏ธ3. Changed the burger ๐Ÿ” and drink ๐Ÿฅค count position to match the orientation of the food truck.
4. Changed mission failure splash screen SFX ๐ŸŽต
5. Modified the tooltips for the goal ๐ŸŽฏ tracker in all missions
6. Implemented a pause โธ๏ธ immediately the player triggers the mission failure condition.
7. Modified the animation duration for the level progression meter.
8. Fixed bug ๐Ÿชฒ preventing the news ๐Ÿ“ฐ roller in mission 2 from disappearing on click ๐Ÿ–ฑ๏ธ.
9. The play โ–ถ๏ธ button is now hidden whenever the player is viewing the dashboard.
10. Changed the starting view in Mission 2 to the City View ๐ŸŒ†
11. Modified the Product Development business guide. ๐Ÿ“”

Want to playtest the game? Join our community to be the first to know when the next one is on! ๐Ÿ˜‰

Weekly Short Update #34 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

General fixes and modifications ๐Ÿ› ๏ธ


1. Game now pauses โธ๏ธ when the player clicks โ€˜Learn Moreโ€™ in the Business tip ๐Ÿ’ก
2. Added notifications for when a player earns a cash prize ๐Ÿ’ฐ in Mission 03.
3. Synchronized level-up VFX image and badge fade out to occur at the same time โฒ๏ธ
4. All missions now begin with their correct UI view on display.
5. Fixed bug ๐Ÿชฒ affecting the minimum interest rate.
6. Updated the player progress meter to reflect the new design and animation sequence.
7. Fixed error that stopped the main tip for failed missions from being published.
8. Locality buttons in the Move Stand view now update when players switch stands
9. Player inventory ๐Ÿ… ๐Ÿง€ now updates to the correct levels when Mission 4 starts.
10. Several tooltip updates.

Want to playtest the game? Join our community to be the first to know when the next one is on! ๐Ÿ˜‰