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

Business Heroes: Street Grub

Weekly Short Update #10 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Implemented a customer segment filter with tooltips in the notifications ๐Ÿ”” section.
2. Added a line โž– and date ๐Ÿ“… separator for new notifications. Players can now quickly identify their latest notifications.๏ธ
3. Added animated elements to the notifications ๐Ÿ”” sectionโ€™s expanding and collapsing function.

Environment


1. Implemented a gradual transition effect for rainfall โ›ˆ๏ธ and snow ๐ŸŒจ

General fixes and modifications ๐Ÿ› ๏ธ



  • Tweaked multiplayer reconnection ๐Ÿ” to allow more reconnection attempts.
  • Stopped the display of drink ๐Ÿน sale notifications when customers decide not to buy drinks.
  • Added the missing tooltip variable for new buttons ๐Ÿ”ฒ in multiplayer.
  • Corrected the position of the punching animation associated with warning notifications.
  • Fixed tooltip component throwing a null error when switching to multiplayer lobby view.




Weekly Short Update #9 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



Environment


1. Implemented all animations for customers ๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ and Master Leeโ€™s bubbly dog, Scotch ๐Ÿถ
2. Added company valuation ๐Ÿ’ต data to multiplayer.

Systems


1. Implemented new purchasing system requirements ๐Ÿง for customers

General fixes and modifications ๐Ÿ› ๏ธ



  • Fixed multiplayer reconnection ๐Ÿ”. Players can now get back into the game after network ๐Ÿ“ถ disconnection events.
  • Fixed abnormal customer queuing behaviour (sliding, walking backwards, and receiving burgers ๐Ÿ” before they reach the stand).
  • Fixed happy customer animation ๐Ÿ•บ๐Ÿ’ƒ in multiplayer and synced to clients ๐Ÿ’ป
  • Refactored the population to prevent the identical distribution of customers across days.
  • Fixed bankโ€™s ๐Ÿฆ interest rates to be calculated based on 30-day-old GDP figures.



Weekly Short Update #8 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



Environment


1. Implemented the new design for the notifications ๐Ÿ”” section.

General fixes and modifications ๐Ÿ› ๏ธ



  • Optimized game performance ๐Ÿš„ by improving the day-cycle runtime.
  • Added missing tooltips for the News ๐Ÿ“ฐ button in multiplayer.
  • Fixed happy customer animation ๐Ÿ•บ๐Ÿ’ƒ in multiplayer and synced to clients ๐Ÿ’ป
  • Modified the nightfall ๐ŸŒƒ view on the client side ๐Ÿ’ป in multiplayer.
  • Increased the delay โฒ๏ธ for the activation of News ๐Ÿ“ฐ events.



Weekly Short Update #7 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Implemented the effect of employee happiness ๐Ÿ˜„ on employee service speed and quality โญ
2. Added save ๐Ÿ’พ, load ๐Ÿ”ƒ, and exit ๐Ÿšช๐Ÿ”š functions to the In-game menu.
3. Added animation to all main menu buttons ๐Ÿ”ฒ

Environment


1. Implemented Bankruptcy animation.

Game Logic


1. Implemented the Bankruptcy logic in multiplayer.

General fixes and modifications ๐Ÿ› ๏ธ



  • Improved the gameโ€™s performance when loading Day 1 by 68%. Reduced load time for the whole frame from 4.35 seconds to 1.4 seconds. โšก
  • Fixed the bug that caused sold Stands to remain in the income and expense reports ๐Ÿ“ƒ.
  • Reduced customer monologue ๐Ÿ’ฌ frequency from 1 in 10 customers to 1 in 20 customers.
  • Locked auto-stock and other inventory management buttons during the day.
  • Fixed the bug that caused customersโ€™ animation to be stuck after leaving the queue.

Purchase Probability: Why Customers Buy When They Do

Hey Heroes ๐Ÿ‘‹,

Welcome to this behind-the-scenes look at how we designed the customer's decision-making process for food purchases. Letโ€™s dive right in. ๐Ÿ˜‰

Design Goal & First Steps


Our goal was to create a fun customer simulation for you to experience what it is like to be a business owner in the outdoor food industry๐Ÿ˜. Food vendors interact daily with a broad range of people with different tastes and preferences, and they design offerings to meet those needs.

Engineering customer behaviour in the game was a challenge.

Because we could not cater to all customer tastes and preferences, we started by creating nine customer segments based on food-related lifestyles. ๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ



Their purchase decision is influenced by one or a combination of the following factors:

  • How appealing the Stand looks
  • The price of burgers
  • The food and service quality of the stand
  • Brand popularity of the business.



Implementation


We divided the customer purchase journey into three steps:

  • Purchase Awareness
    <*> Purchase Activation
    <*> Purchase Decision

Step 1: Purchase Awareness


Before customers can decide whether to buy from your Stand, they must first become aware of it. If they do not, they will keep going on their way. ๐Ÿšถ

They become aware by colliding with your Stand's Range of Influence. The Range of Influence is like an invisible force field around your Stand. It alerts customers of its presence.



The size of a Standโ€™s Range of Influence size is determined by its Brand ๐Ÿง‘โ€๐Ÿ’ผ, Quality โญ, and Appeal ๐Ÿ˜. The stronger these are, the larger the range of influence and the higher the likelihood that customers will collide with the range of influence.

The Range of Influence formula is:



Colliding with a Stand's Range of Influence activates the second step of the customer purchase journey.

Step 2: Purchase Activation


Now, the customer goes through various factors to determine whether they will buy. Their probability of purchasing from your Stand depends on how well your business satisfies these factors.

The following are the factors they consider.

Is the Stand classy enough?


Some customer segments, like Managers, have a minimum Stand requirement. There are six types of Stands available; if a customer segment does not consider the Stand you own classy enough, most will not buy from it. ๐Ÿ‘Ž



But this only applies to the more affluent customer segments ๐Ÿง. Other customers are not too bothered with what type of Stand your business owns. They just move on to the other factors.

Am I Hungry?


Each customer segment has a time of day ๐Ÿ•’ when they are likely to be hungrier than at others. During the hungry periods, the customerโ€™s activation probability gradually rises โฌ†๏ธ to a peak of 100%. It then dips โฌ‡๏ธ to a low of 25% after that.



When customers collide with your Standโ€™s range, the system generates a random number between 0 โ€“ 100. If the number falls below the customerโ€™s activation probability at that time, the customer will proceed to the next deciding factor. If it falls above it, the customer will continue on its way.

How much does the burger cost?


Some customers are more sensitive to your burger price ๐Ÿ’ฒ than others. These customers will pass if your burger seems expensive. They use the difference between your selling price and the cost of an average burger patty to decide its affordability.

Side note: We chose to use the burger patty as the basis for price sensitivity because it is the most valuable part of all the burger recipes in the game.

The lower the difference, the more affordable, price-sensitive customers perceive the burger. This increases โฌ†๏ธ their purchase probability based on price.

Below is how the purchase probability for Students ๐Ÿง‘โ€๐ŸŽ“ is calculated.



Y = Probability of purchase based on burger price
X = % of selling price based on the cost of patty


The formula results in this graph showing customer purchase probabilities at different selling-price-to-patty-cost ratios:



As the ratio increases, the purchase probability of each customer segment decreases. The process is similar for drinks ๐Ÿฅค. However, the basis for price sensitivity is the base cost of drinks.

The formula for parents ๐Ÿง‘โ€๐Ÿคโ€๐Ÿง‘:



Y = Probability of drink purchase
X = % of selling price based on base cost of drink

The graph below displays the result of the formula for customers at different sales-to-cost-price ratios:



You can see customers are less sensitive to drink pricing than burger pricing. This is because drinks ๐Ÿฅค are a complimentary product in the game.

Customers with a high purchase probability at your burger price will proceed to their final deciding factor.

Does the Stand have a good reputation?


Every Stand has a reputation which influences the number of customers it attracts. Reputable Stands attract more customers across all segments than those with a low reputation.

The two factors that form a Stand's reputation are its Quality โญ and Appeal ๐Ÿ˜. Quality has food and service aspects. Food and service quality depends on employee performance. Appeal depends on the type of stand and upgrades installed in it.

Some customers may decide not to buy from a Stand if its reputation is too low ๐Ÿ‘Ž. The purchase probability formula for the influencer segment based on a Stand's reputation is:



Y = Probability of purchase based on reputation
X = Appeal Value or Quality Value

Below is the graphical representation of the formula across all customer segments at different quality or appeal values:



The purchase probability for each segment clearly increases with quality or appeal.

The customerโ€™s purchase activation process culminates in an overall purchase probability figure. This figure is a combination of their time ๐Ÿ•’, price ๐Ÿ’ฒ, quality โญ, and appeal ๐Ÿ˜ purchase probabilities.

It is now time to decide.

Step 3: Purchase Decision


We all know that customers can be unpredictable sometimes. Your product could tick all the right boxes โœ…, but they still decide to postpone their purchase for other reasons.

We factored in this slight deviation from predictability by adding an extra step at the purchase decision point.

After a customer's overall purchase probability is determined, the system generates a random number between 0 โ€“ 100. If the number is less or equal to the overall purchase probability, the customer decides to buy from the Stand. But if the number is higher than the purchase probability, the customer postpones the purchase.

Conclusion


Understanding your customer's decision-making process is essential to the growth and success of any real-life business ๐Ÿ’น. We tried to replicate this in the game without spoiling the fun.

We hope the customer simulation provides an equally enjoyable and valuable experience for you as you build a successful food truck business.

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Live Long and Prosper ๐Ÿ‘‹,
Team Visionaries

Weekly Short Update #6 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Added employee reaction emojis ๐Ÿ˜„ ๐Ÿ˜ก to the salary and bonus section.
2. Added increase and decrease indicators to all statistics bars to preview the impact of management actions.
3. Implemented tooltips for numbers in the dashboard accounting ๐Ÿงพ view.

Environment


1. Implemented a gradual transition effect for the weather when it is raining โ›ˆ๏ธ and snowing ๐ŸŒจ๏ธ
2. Moved rainfall ๐ŸŒง๏ธ position to cover the entire locality ๐Ÿ™๏ธ

General fixes and modifications ๐Ÿ› ๏ธ



  • Stopped bird particle effects from occurring when the weather is not sunny โ˜€๏ธ
  • Adjusted the customer positioning to face the food stand when displaying a happy/exalted ๐Ÿ’ƒ๐Ÿ•บ reaction.
  • Turned off God ray ๐ŸŒ‡ in the nightfall sequence.
  • Separated the Stand dashboard view into two views: Recipe dashboard view and Inventory/upgrades dashboard view.
  • The storage :package: capacity indicator now updates during the day with stock depletion โฌ‡๏ธ.

Weekly Short Update #5 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Stand navigation buttons โฌ…๏ธโžก๏ธautomatically disabled when the business owns less than two stands.
2. Added visual cues to show available and unavailable upgrades โฌ†๏ธ for each stand.
3. Implemented a new alert system to make warnings โš ๏ธ and important prompts ๐Ÿ›‘ visible.

Environment


1. Improved walking ๐Ÿšถanimation and speed for all customer segments ๐Ÿ‘จโ€๐Ÿ‘ฉโ€๐Ÿ‘งโ€๐Ÿ‘ฆ
2. Implemented Bankruptcy ๐Ÿ˜ฑ logic and animation.

General fixes ๐Ÿ› ๏ธ



  • Fixed error โŒ that causes the player steam name to display as Offline Player.
  • Stopped customers from waiting by a stand ๐Ÿง๐Ÿง when it runs out of stock.
  • Fixed move stand function to show the destination spot animation in new localities.
  • Stand spot now shows as empty after the stand occupying it has been sold.
  • Fixed events in the Breaking News ๐Ÿ“ฐ section to show employee details.

Weekly Short Update #4 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. General improvements to the perfect recipe ๐Ÿง€ + ๐Ÿฅฌ section. Itโ€™s easier to find now. ๐Ÿ˜‰
2. Added economic happiness ๐Ÿ’ต ๐Ÿ˜„ and perfect recipe range data to the customer segment tooltip.
3. Implemented a new design for the inventory management ๐Ÿ›’ view.

Environment


1. Moved stand spots in Park Central closer to customer pathways. ๐Ÿ›ฃ๏ธ
2. Removed the penalty for expensive burger ๐Ÿ” feedback.
3. Added Ingredient icons ๐Ÿ… ๐Ÿฅฌ ๐Ÿง€ ๐Ÿฅฉ to recipe feedback notifications. ๐Ÿ””

General fixes ๐Ÿ› ๏ธ



  • Reordered the gameplay flow chart layer to prevent tooltip obstruction.
  • Fixed the bank graph ๐Ÿ“ˆ to reflect current GDP ๐Ÿ“Š and bank interest rates ๐Ÿ’ฒ from events.

Weekly Short Update #3 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. General improvements to various special effects โœจ, animations, and icons ๐Ÿ†.
2. Added the development team's progress chart ๐Ÿ“Š to the welcome menu.

Environment


1. Implemented a warning โš ๏ธ message when attempting to buy drinks without a fridge.

Systems


1. Finished implementing the analytics ๐Ÿงฎ and cloud diagnostics system ๐Ÿ‘จโ€โš•๏ธ.

General fixes ๐Ÿ› ๏ธ



  • Stand management view now remains visible when navigating across stands.
  • Fixed the errors that were invalidating โŒ the analytics reports ๐Ÿ“„.
  • News VFX ๐Ÿ“ฐ no longer stays visible after navigating from the news view.
  • Configured the events system to shut down upon mission completion ๐ŸŽฏ.

Weekly Short Update #2 ๐Ÿ“ฐ

Hello heroes, ๐Ÿค—

New Implementations ๐ŸŽ



User Interface


1. Impact of weather on customer patience ๐Ÿ˜  is now in the weather tooltips.

Environment


1. General user experience improvement to the navigation.
2. Added new animations for customers throwing burgers they hate ๐Ÿคฎ.

Systems


1. Implemented a feedback system for seamless bug and improvement reporting.

General fixes ๐Ÿ› ๏ธ



  • Stopped showing population data when there is a Storm โ›ˆ๏ธ since everyone will be indoors. ๐Ÿก
  • Fixed the cost of patty ๐Ÿฅฉ in the UK.
  • Modified the bank rate ๐Ÿฆ tooltip to show the correct rates in the bank graph section.