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[Suggestion] Warly's playable restaurant


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Inspired by a recent topic about how to make Warly worth playing in long term, I have a different angle to approach it.

I think Warly needs more fun mechanism.

Just like some people really enjoy Farming as a mini game, I think Warly should also have his own Restaurant mini game.

 

Spoiler: suggestions don't aim to change game balance, but to add new Warly activity and change perception of Warly as drug maker.

 

How to build restaurant?

Spoiler

We can borrow some existing mechanism to build restaurant. We can borrow from Celestial Champion's antler building process.

In summoning mysterious energy, 3 structures need to be build close to each other to form a triangle, and then a lunar siphonator is built in the middle.

 

I suggest we can build a restaurant the same way. First, 4 pillars need to be build. (4 Pillars enable more than rectangle restaurants.) Once the pillars are completed, the areas in the middle will change turf. Then restaurant structures can be built on top of it. Restaurant tab is exclusive to Warly. But the buildings are open to be used by all characters.

ezgif-3-7a268ad6d4.gif.3fb18dadfe3f6cf80b5946446c8e6248.gif

 

What furniture can be built in a restaurant?

Spoiler

Relic_Table.jpg.41d313dd15155e66ad5d232f50d6113b.jpgStagehand.png.703554b73fc533877aae2c875121a825.png and other dedicated new furniture. In his lore, he cooks for his dementia grandma, so maybe the restaurant will have a photo of her because he misses her.

 

Food will be place on the table, food must be crockpot food. Players can eat the food by right click on it. Left click will pick up the food off the table.

All perishable spoil 10-25% slower, depending how on devs feel. That includes perishable in glow caps, fridge, chest, salt box, on tables, all of which are in some sort of "chest" storage. This slowing effect doesn't apply to perishable in inventory, backpack or on the ground. (This perk needs balancing.)

 

How to play Restaurant game?

Spoiler

Besides being decorative, restaurants boost customer's morale and provide extra sanity. This can be justified because sistern that contains 4 petals can already provide quite a lot of sanity, or Walter's story telling.

Food has extra sanity per eating, max of 5 sanity per eating.

The actual extra sanity is determined by several things:

1. Who served it. Food served by warly gets 1 sanity point. Food that's being put on the table by other characters gets 0.

2. Restaurant vibe.

- vibe requires permanent lighting. light from torch, lantern, miner hat, or moggle don't pass the vibe check.

- vibe requires decor items.

- vibe requires cleanliness, a poop or any nasty debris on the ground can't pass the vibe check. Wormwoods please wipe your face before entering.

- passing all vibe checks gives an extra sanity point

3. Food quality. Stale food gets 0 points. Green fresh food gets 1 point.

4. Seasoning. Seasoning add 3 points to food if it's eaten at a restaurant table.

 

It's not easy to get all extra points in early game.

 

 

Why it's good for Warly? Any synergy?

Spoiler

First of all, some wormwood never farms. So it's ok if Warly doesn't want to build restaurant.

 

1. In the multiplayer scene, it emphasizes Warly's identity as a chef, through serving food to tables and cooking amazing food. And through players' preference of eating Warly's food.

2. It's pretty.

3. It incentivize Warly's to season food.

4. Warly cook faster anyways.

 

Maybe other restaurant perks?

Spoiler

Mobs can enter restaurant and eat food on the table. They will be loyal to whoever served the food. Warly will get 100% extra loyalty time, while others get 50% extra. Maybe even allow followers to be slightly stronger or tougher. This can be justified because everyting on the table is crockpot food.

 

fake demos of a rectangle restaurant.

748760134_restaurantdemo.thumb.jpg.1341effaa1cbf00fd5fb3c841ec6bce1.jpg

Click on the photo to see better quality.

More Demo

- Industrial themed restaurant

- Stone Age themed restaurant

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