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

Business Heroes: Street Grub

Weekly Short Update #33 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

General fixes and modifications ๐Ÿ› ๏ธ


1. Removed expensive burger ๐Ÿ” feedback from Missed Sales figures.
2. Mission 3 now fails when any of the three failing parameters are triggered.
3. Fixed bug that stopped day one tip ๐Ÿ’กfrom triggering in Mission 4 when fast forward โฉ is clicked.
4. Stopped income coins ๐Ÿช™ from appearing in City, Dashboard and Bank views
5. Fixed bug that stopped Scotch ๐Ÿถ from disappearing on click.
6. Stopped business tips ๐Ÿ’ก in Mission 02 from publishing on the wrong day๐Ÿ“†.
7. Stopped the player progress meter from overlapping with the perfect recipe vfx
8. Removed multiplayer autosaves ๐Ÿ’พ from the saved games screen.
9. Prevented Mission 04 from starting with a graph ๐Ÿ“Š visible.
10. Sound effect fixes:
  • Changed sound effect for mission success โœ…
  • Removed sound effect for mission fail โŒ screen
  • Reduced unhappy customer ๐Ÿ˜– SFX by 1dB Mission progress will show 75% completed.
  • Removed coin pouring SFX from new/load game sequence.

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

Weekly Short Update #32 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

General fixes and modifications ๐Ÿ› ๏ธ


1. Added a fix to prevent events ๐Ÿ“ฐ from being duplicated after becoming invalid in a Mission ๐Ÿ“–.
2. Mission tips ๐Ÿ’ก are now always reset when players reload ๐Ÿ” that mission.
3. Fixed all weather icons โ›ˆ๏ธ to ensure they match actual weather in the locality ๐Ÿ™๏ธ
4. Implemented a fix to ensure stand shortcut buttons are displayed when a game is reloaded ๐Ÿ”
5. Fixed bug ๐Ÿชฒ that enables players to purchase a third food truck ๐Ÿšš in Mission 2.
6. Stopped several visual effects from disappearing prematurely.
7. Dimmed the highlight for Mission tips ๐Ÿ’ก to eliminate all photosensitive effects ๐Ÿ”†
8. Fixed bug ๐Ÿชฒ preventing some sound effects ๐Ÿ”Š from working when reloading sequence is initiated.
9. Players can now purchase food trucks ๐Ÿšš from the Stand Comparison screen.
10. The mission progress bar now updates by mission progress rate instead of individual goals ๐ŸŽฏ:

  • Progress is distributed evenly by number of goals to 100%
  • Mission progress is then updated by an aggregate of its goal completion rate
  • For example, if a mission has 2 Goals, Goal 1 is 100% completed and Goal 2 is 50% completed; Mission progress will show 75% completed.

Events: Expect the Unexpected

Hello heroes! ๐Ÿ‘‹

This episode about the gameโ€™s Events system brings to mind the words of Dale Carnegie:

"People rarely succeed unless they have fun in what they are doing."

From the beginning, we knew that because of the nature of Business Heroes, the game ran the risk of being an overly serious management game.

And we certainly didnโ€™t want that. ๐Ÿ˜’

So, we introduced the Events system to enhance the player's excitement and entertainment while growing their food truck business.

You can think of the Events system like the news media in real life. Except that the news it delivers is improbable to happen in real life.



As players grow their food truck businesses, they will have to adapt and make quick decisions in response to these very unrealistic events. ๐Ÿ˜†

Design & Implementation


We divided the events into two categories, Good and Bad. Each day, the system generates a random number ๐Ÿ”ข that determines the chances of an event occurring the following day. ๐ŸŒ„

Depending on the number, the outcome can be a good event, no event, or a bad event.

In general, the system leans towards good events. We did that because the goal of the system is enjoyment, not frustration.



The news section pops up whenever there's a new event, and players can select their preferred news channel from three choices.

Their selection determines the category of event they get.

Each event spans from a minimum of 1 day to a maximum of 10 days. For example, the event below is a 50% sale on all Upgrades that will last for 1 day.



Both event categories have 5 levels each. These levels determine the effect and frequency of the event. A level 2 good event has less positive effects on a business compared to a level 5 event, and is likely to happen more frequently than a level 5 event.

The same is true for bad events.

We also designed the system in such a way that the probability of getting a Level 1 or 2 event is higher than that of levels 3, 4, and 5.

The image below shows that the probability of occurrence of a Level 1 good event is 26/40 as against 2/40 for a Level 4 good event.



The events cause a percentage increase or decrease in a wide range of statistics, all of which are listed below:



For displayed stats, you can always see the event effect and duration in their tooltips.



Events can range from a massive discount on upgrades to the Nation discovering a cure for cancer.

Here are a few examples:



The events system is an exaggerated, gamified version of business reality designed to boost fun and enjoyment. We hope players find that it adds to their overall experience of the game.

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 #31 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Implemented a new save/load ๐Ÿ’พ system for missions:

  • Saved games now load based on the player's mission completion level instead of current progression level๏ธ.


Environment


1. Implemented tracker and visual components for ranking company ๐Ÿข valuation in multiplayer.

General fixes and modifications ๐Ÿ› ๏ธ


1. Fixed bug ๐Ÿชฒ causing game to crash when player attempts to retry Mission 01 under certain conditions.
2. Removed splash image when retrying missions to reduce player waiting time โฑ๏ธ.
3. Unlinked mission effects from a playerโ€™s progression level and tied it to their mission level.

Weekly Short Update #30 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Added animation configuration for multiplayer timer โฒ๏ธ in Game Settings ๐ŸŽ›๏ธ
2. Each food stand ๐Ÿšš now has its own current customer segment instead of universally targeting the same customers.
3. Implemented gameplay tips ๐Ÿ’ก in Mission 04.
4. Updated perfect recipe buttons for 3 states:

  • Locked ๐Ÿ”’
  • Unlocked ๐Ÿ”“
  • Used โœ…


Environment


1. Implemented a voting ๐Ÿ”ข system for game play โ–ถ๏ธ, pause โธ๏ธ, and speed โฉ options in multiplayer:

  • Players can vote for their preferred option (Pause, Play, Fast, Skip)
  • The option with the highest vote is chosen.
  • All players can see current votes ๐Ÿ”ข for each option.


General fixes and modifications ๐Ÿ› ๏ธ


1. Timer โฒ๏ธ countdown in multiplayer now starts only after checking for events ๐Ÿ“ฐ
2. Added colour ๐ŸŸก and image ๐Ÿ–ผ๏ธ transition customizations for timer to match game colour mode
3. Players can now play from Mission 1 when they start a new Career game.

Weekly Short Update #29 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Implemented timed mode ๐Ÿ•ฐ๏ธ for night-time setup in multiplayer:

  • Timer โฒ๏ธ starts countdown when night-time starts ๐ŸŒƒ
  • When the countdown is completed, the day starts automatically. ๐ŸŒž
  • Implemented functionality to add more time for players with more stands


Environment


1. Implemented automated ๐Ÿค– successful run for Mission 4.
2. Implemented 3 failure โŒ options in Mission 04:

  • Not profitable
  • Out-of-stock
  • Bankrupt


General fixes and modifications ๐Ÿ› ๏ธ


1. Fixed error in inventory count when moving from Mission 3 to Mission 4.
2. Added manual reconnection ๐Ÿ” request when auto reconnection exceeds default tries.

Weekly Short Update #28 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Player progression now shows reward points when player reaches each reward threshold.

Environment


1. Added perfect recipe lock ๐Ÿ”’ buttons for each customer segment ๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ
2. Implemented automated ๐Ÿค– successful run for Mission 3.

General fixes and modifications ๐Ÿ› ๏ธ


1. Fixed error in Mission 3โ€™s accounting when cash ๐Ÿ’ฐ reward is received.
2. Player progression level-up โฌ†๏ธ information now shows on the Menu Screen.
3. Fixed the bug ๐Ÿชฒ disrupting the bankruptcy logic in Mission 4.
4. City matrix highlight and profitable coin ๐Ÿช™ VFX is visible again in city view ๐ŸŒ†
5. Fixed bug preventing players from modifying their burger ๐Ÿ” recipe in Mission 03

How Price-Sensitivity Affects Sales

Hello heroes! ๐Ÿ‘‹

One of the key factors that affect how customers interact with food stands is pricing. It's a crucial aspect of the business model and has a huge impact on purchase decisions.

Decision Design


Some customers are more sensitive to the price of burgers than others. Students, Parents, and Staffs, for instance, have lower disposable incomes compared to the other segments. For them, affordability/price is a big part of the buying decision.

Other factors that influence buying decisions in the game are:

- Time of day
- How appealing the Stand looks
- The food and service quality of the Stand
- Brand popularity of the business



These customers will shy away from your stand if they consider your burger to be too expensive. How do they decide what's expensive and what's not?

Utility Value


This is where utility value kicks in. They compare the cost of your burger to the cost of alternatives, such as a homemade burger, and decide based on which option offers the best value for their money.

If the cost of buying all the ingredients plus the time and effort to make the burger themselves is significantly less than the burger price, they will likely consider it expensive.



But as the difference between the burger's price and the cost of the homemade option reduces, it will seem more affordable to them, and their likelihood of buying the burger will be higher.

Determining Price Sensitivity


To show you how it works, let's take a closer look at how pricing affects the buying behaviour of the Students segment.

The formula we used:



This results in a graph that shows how the probability of Students buying a burger drops as the percentage difference between the burger price and homemade cost increases:



You can see that Students are very price sensitive as their purchase probability begins to drop at a very low percentage price difference between buying the burger or making it at home.



The graph is different for each customer segment. Some customers like Fit-ones and Managers have a high purchase probability even at a price difference above 200%!

This is because their buying decision is based more on stand appeal, food/service quality, brand name recognition, etc., than on price.

The key to maximizing sales is to consider the target market's price sensitivity when setting menu prices.

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 #27 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



Environment


1. Implemented visual โ€˜closedโ€™ ๐Ÿ”’ state for food stands.
2. Added highlight VFX for mission tips ๐Ÿ’ก in Mission 3.

General fixes and modifications ๐Ÿ› ๏ธ


1. Implemented autosave ๐Ÿ’พ points when retrying Mission 2.
2. Fixed visual animator for food truck not animating to open ๐Ÿ”“ state.
3. Corrected errors in the tooltip ๐Ÿ’ฌ texts.
4. Fixed accounting ๐Ÿงฎ bug affecting the first run in Mission 2.
5. Stopped tips ๐Ÿ’ก VFX from stacking with alert alarm โฐ VFX.

Weekly Short Update #26 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

General fixes and modifications ๐Ÿ› ๏ธ


1. Population footsteps ๐Ÿ‘ฃ now syncs properly on Client in Multiplayer in Multiplayer.
2. Fixed the bug ๐Ÿชฒ that stopped the music player ๐ŸŽ›๏ธ from going back to shuffle or loop after playing event-triggered tracks. ๐ŸŽถ
3. Improved VFX behaviour for events roller to make it disappear with one click. ๐Ÿ–ฑ๏ธ
4. Fixed bankruptcy logic for Mission 2 to allow player bankruptcy with ownership of two food stands.
5. Events are now managed correctly when the client reconnects ๐Ÿ” with the host upon dayโ€™s end in multiplayer.
6. Fixed colour coding (red ๐ŸŸฅ for negative, green ๐ŸŸฉ for positive) for marketing points as appropriate.