Auntie Donna's Diner (temp title)

Hi everyone, I’ve been lurking this forum for a long while now - since the christmas jam I think - and have decided to finally try making something for myself.

Without giving too much away (mostly so I don’t end up making promises I can’t keep), I’m working on a twine text adventure.
You play the role of the owner of a fast food restaurant/diner, starting off with you hiring staff, and then going on to maintain and grow your business (and also your customers) by making choices. So far the plan is to have five potential employees, with three positions to hire for (serving, grilling and working the register). From there, each employee will cary out their job to the best of their ability as you’re occupied with general management stuff. Along with improving the diner by buying better equipment, there’ll be key choices that’ll determine the fate of your customers, your staff and yourself once you reach the end. I’m going to focus on replaying to see different outcomes rather than a single, lengthy experience.

In terms of content, all the major NPC’s are female, there’s most likely going to be themes of overeating, messy eating, (no super hardcore slob stuff) tight/outgrowing clothes and have multiple endings with different combinations of each.

I’ve not finalised any random events and I’m still working on the character events, so I’d really like to hear any questions/suggestions/ideas anyone has.

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I got a few questions

  1. Will it be a full-on management/tycoon fetish game or have some elements of management in the game?
  2. Since there is going to be light slob involved, will there be a way to be notified or to be able to turn off slob?
  3. Finally, will you be able using twine for the duration of this project?
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Hey! By no means do I want to insinuate a fight or have this thread turn negative, but I am noticing a lot of similarities between this idea and my current project, Burger Palace.

I don’t want to accuse you of copying me or anything, this very well could just be a coincidence, but I’d just like to put it out there.

This is by no means meant to be an accusation or attack on your game. I don’t want to discourage you from making this, and I’ll be keeping up with the development of the game.

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No don’t worry I totally get what you mean, and I really appreciate you being so chill about this. If you feel like it’s getting too similar, I can try and re-theme it. (Maybe milkshakes, bakery etc. instead?)
I saw your post the other day and did feel a little like I’d be stepping on your toes, however, if it’s any reassurance, I’ve got discarded versions/builds going back a couple of months. I guess it’s just the case that it’s a scenario that lends itself well to this kinda thing?

If I’m reading your plan right, I think project’s got more of a narrative going on - and respect to you for that, the mystery stuff sounds great. The player’s role in my project is more of a hands off managerial one. You set the dominoes up, and watch them fall, that kinda thing. There is a family owned theme to the diner, but it’s is purely a setup for the wish fulfillment in this case. ( like Stardew Valley).

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In my opinion your ideas are similar in that they feature weight gain in a fast food/diner type of setting. That to me is generally where the similarities end. And to be fair there are many employee (either playing as or interacting with said employee) or from a managerial roll of said restaurant that feature weight gain already on the site. It’s not a bad thing and I would assume from looking at both projects that they are going to be pretty different as to me they don’t sound much alike. But I wish you luck I’m interested to hear more in the future about this.

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Thanks for the questions, I hope this clears stuff up for you.

  1. The management stuff is mostly going to be an aesthetic thing, it’s not going to be a super in-depth tycoon game, mostly because it’s very important to me that I keep scope low enough that I can actually release something. The arc of a gameplay is mostly going to go like this: Choose a name, choose who you’re hiring for what role, then the core “loop” would begin.

This “loop” would consist of you arriving at work, dealing with a random event, having a lunchbreak where the player can interact with the staff (by which I mean check on how big they are). You’d then gather the day’s earnings and decide what to spend that money towards (ads, more seating, more high tech cash register) for different bonuses, and then start the next week. Rinse and repeat until the number of weeks runs out and then you’d get an ending based on performance and choices you made.

  1. The way I have it working now is that that stuff is all held behind a single choice towards the end of the game. It creates a big narrative change and would hopefully be easy enough to understand without needing a guide. That being said, if you think a more obvious “content toggle” at the start would be valuable, I wouldn’t have any issue including one.

  2. Yes, the whole thing’s going to be in Twine. I’ve barely any experience with code or interfaces of a more serious kind, and I find it easy enough to make stuff in the sugarcube format that I wouldn’t need to set any more time aside than I already have to work stuff out.

If that doesn’t help, I’m more than happy to answer any followups.

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No need to, man. Like I said, I don’t want to feel like I’m attacking you in any way. Considering you’re way more into it than I currently am, I’ll probably downplay the managing aspect in mine a little bit.

Thanks for being understanding, too. Good luck with the game!

Alright, that’s all I needed to know, thank you for answering my questions. I wish you good luck and I hope this will be a good game later on in the future.