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PASTRY KITCHEN

Pastry Kitchen is a real-time action food processing game with management element. Players will enjoy making food from scratch and deliver them at the front counter to earn money. By successfully completing each level, players will be able to advance to the next level and progress the story.

Game Design Document:

Role:
- Concept
- Level Design
- System Design

Team size: 13

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Level Layouts

This game has total of 6 different level layouts across the single player mode and multiplayer mode. Single player focuses on time managing throughout the level, and multiplayer has the teamwork element added to the gameplay. Single player layout 2, multiplayer layout 1, and multiplayer layout 4 will be introduced below. Single player layout 2 are used in level 4 and level 5 with different sets of orders that will appear in each level.

level layouts

Single player layout 2

Single player layout 2 is a relatively small level. With the orders in level 4 and level 5 different from and more complicated than the orders in the previous levels, this level is designed to be smaller than the previous ones to reduce moving time. However, this level is also design to be more hazardous since the walking area is relatively smaller, and the banana peel hazard will affect the player at a higher rate.

 

Interactive counter D and E serve as temporary raw food or cooked food storage in case of the player being surrounded by banana peels.

The recipe book is designed to be accessible from both the top and bottom sides, but the firewood is designed to be only accessible through the top area, and the water bucket is design to be only accessible through the bottom area. The player will need to move the character to the corresponding location to get access to the item.

Interactive counter A, B, and C also serve as temporary food storage (for both raw and cooked) when the player chooses to cook food in advance without knowing the incoming orders. If the players choose to prepare food in advance, they receive the advantage of saving time if the incoming order matches one or more of their prepared food. However, the trade off will be the chance of not getting any of the orders that match the existing food, as well as the hazard they may encounter during the trip from the serving tray to the top counters and back.

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Multiplayer layout 1

Multiplayer layout 1 is a variation from single player layout 1, but designed for the purpose of cooperation between two or more players. This layout is separated into two individual areas: preparing and serving area and cooking area. All the cookwares are located in the cooking area, therefore, player 2 and 3 are in charge of preparing raw food and passing the raw food to player 1 and 4, and receive the cooked food from player 1 and 4 and bringing to the front counter to submit the orders. Player 1 and 4 are in charge of receiving the raw food from player 2 and 3, and pass the cooked food to player 2 and 3 after plating the food using tools and serving tray on top. Since there is no stove on the preparing and serving area, firewood and water bucket are only available to the cooking area players. However, the trash can is available to both areas in the middle for the purpose of throwing away garbage, which is presented as banana peels in game.

In this level, no obstacle is set in the level so that the players can focus on acquiring entry level practice on the multiplayer co-op gameplay.

pk multiplayer 1.png
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Multiplayer layout 4

Multiplayer 4 layout is derived from multiplayer layout 1 but with different rolls for both the top and bottom players. In multiplayer 1, the players on the top area (1 and 4) and the players on the bottom area (2 and 3) have different jobs: top focuses on cooking, and the bottom focuses on preparing and serving. However, in multiplayer 4, players in both areas are all in charge of preparing and cooking. The top area players can only prepare the food for the bottom area cookware, and vise versa. The firewood and water bucket are moved to the middle for all the players to use since both sides have cookware available to the players.

 

The top area has two more interactive counters (A and B) than the bottom area due to the unavailability to the front counter where they players can submit orders. Therefore, the top area players has more free spaces to put extra food on while the bottom area players work on submitting food.

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systems

Systems

This game has various systems: such as order system, food system, tool system, ingredient system, character skill system, and currency system that link to each other.

Character Skills

Character skill system offers the players with an option to lower the difficulty of the gameplay by earning money from the easier levels to upgrade the character ability. Each character has an advantage as well as a disadvantage.

Upgrading the character level will improve the advantage and lower the effect on the disadvantage.

In this game, there are total of 3 characters: dog, bunny, and cat.

 

For the dog character, his movement speed is relatively slower than the other characters', but he has a certain percent chance of preparing food without consuming ingredients.

For the cat character, his ability is to cook food faster until the food is cooked, and extend the time from cooked to being burned. However he earns relatively less than other characters when submitting each order.

For the bunny character, her ability is very high movement speed. Her disadvantage is the shorter time frame from food being cooked until burned, and food after burned until fire happens.

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Ingredients and Food

Ingredient and food system are also important components of this game. The ingredient system is a representation of the management side of the game. Players need to take the ingredient usage into account when making food in game. This also pushes the player to follow the incoming orders when preparing food in the prep station.

 

The ingredients also expire after the player playing 3 non-versus games. Players will need to take the level orders and expected ingredients info into account when purchasing ingredients on the shop menu.

The food system is an imitation of real-life cooking which gives the player the joy of creating deliciously looking food through different combination of ingredients. There are three phases for the food when it exists in the level: raw, cooking, cooked.

Raw: After the food being prepared through the prep station (recipe book), the player will have a bowl of raw food carried by both hands. The player will need to put the food into the appropriate cookware or temporarily place on an interactive counter.

Cooking: After the food is dropped into the cookware, the cooking process starts. Each food has a different cooking time based on the order of appearance throughout the different levels. After the food is cooked, there is a short period of time that allows the player to acquire the necessary items to plate the food. If the food is not plated during this time, it will turn into a piece of burned food and the player will not be able to plate it. As a punishment, the player needs to unequip the items in hand and clean up the stove as a remedy. If this action is not performed within the amount of time allowed before fire, a cookware fire starts and destroys all the food in the cookware as a greater punishment.

Cooked: After the food is properly cooked, players will need to plate it and bring to the front counter to submit the order or place it on an empty interactive counter for later use. Turning in food rewards the player with the money based on each piece of food. The player also gets a small amount of extra money based on how fast the food is plated after being cooked. The food price is calculated based on the cost of the ingredients and the amount of time it takes to cook.

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