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Chef RPG

Created by Pixel Architect

Craft your culinary adventure in a beautiful pixel art world. What kind of chef will you be? Coming to PC, Mac, and Nintendo Switch.

Latest Updates from Our Project:

Brewing System
almost 3 years ago – Sat, Jun 17, 2023 at 09:08:00 PM

Hey Chefs! We hope you have been having a great summer! It’s been a crazy few months as we have been mostly been focused on releasing the alpha, and making various bug fixes and improvements based on player feedback.

Now that the alpha is off the ground, we have begun jumping back into creating new features for Chef RPG. The first of these features is a brewing system. You will be able to craft your own alcohols inside your restaurant or your home. These alcohols can then be used for various recipes in your dishes, or directly sold to shops for a profit.

Available Alcohols

The first step of the brewing process is actually acquiring the machines themselves. After thinking of several options, we decided to implement a furniture crafting system that allows the character Bianca to craft special pieces of furniture by providing her materials and credits.

Head to Bits & Pieces to Craft Brewing Machines
New Furniture Crafting Panel

The acquired brewing machines can be placed inside any buildable room. There are five different machines, each representing a different part of the brewing process. Brewing alcohols involve 3 steps, and the first step is the most important, since it will decide which ingredients you use, and what alcohol you wish to brew.

Brewing Chart
Placing Machines Inside Restaurant

2 Cozy/Chill brewing UIs were created to guide you through this first step. A boiler/steamer is used to prepare most alcohols like Beer, Whisky, Vodka, Sake etc. A fruit press is used to make wines and ciders.

Boiler/Steamer Machine UI
Fruit Press UI

The second and third step of the process is simpler, and requires you to only input the previous brewing product into the machine. After a few hours, the resulting brewing product or alcohol item will be created.

Second & Third Phase Brewing

Brewing, along with Greenhouse Farming (coming soon), and the Fishing Platform (coming soon), are important features that allows players to acquire certain ingredients at a faster rate, to match the growth of your restaurants. Let us know if you have more recommendations for staple alcohols from different cultures!

*** FOR ALPHA TESTERS : Please note that the brewing system has NOT been patched into the alpha version of the game yet. We will release one big update that contains the completed brewing and greenhouse farming system in a few months.

That’s for now! We hope you enjoy your summer and we will be back with more updates once we have more new features to show! If you want to check out the process for designing the brewing system, check out the latest Youtube Devlog here:

 Chef RPG Devlog #9 

ALPHA ROADMAP
almost 3 years ago – Tue, Apr 18, 2023 at 01:50:57 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.

CHEF RPG ALPHA IS HERE!
almost 3 years ago – Fri, Apr 07, 2023 at 04:05:13 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

ALPHA DATE, FISHING, QUALITY OF LIFE UPDATES
about 3 years ago – Wed, Mar 22, 2023 at 03:51:34 PM

Hey Chefs! We are back with another update on what we have worked on over the past 2 months.

ALPHA - APRIL 6

First off, we would like to apologize for the delays with the alpha. Since this is a passion project, we don’t want to release something that we are not quite happy with, even if it’s the first alpha. Since this is a long project, we are constantly learning new things, and our standards change over time. Because of this, we regularly improve old work and add new features that were previously unplanned, resulting in an extended development time. The good news is that the alpha has more content and is more polished than what was originally planned when we started this Kickstarter.

At this point, we are just adding some missing sound effects and doing the final polish and bug fixing. The Alpha will be available April 6, for PC and Mac, and requires a mouse to play. Currently, the game will not work for Steam Deck and does not have controller support. Steam keys will be sent out to your email along with further information on that date. We are really looking forward to having you guys try the game out!

Fishing

We have finished implementing the fishing Minigame. To fish in Chef RPG, equip the rod and stand facing a body of water. Cast out your line, and wait for a fish to bite. When a fish bites, a white ring will appear in the water. The goal of the minigame is to pull the fish toward the inside of the ring, while the fish tries to swim away. Your Gathering skill level and the quality of the fishing rod will determine your pulling power. The higher level of the fish, the harder it is to catch.

Trying to catch a fish

NEW INTRO SCENE

A new intro scene has been added to give a better introduction to the story. Without spoiling too much, here is a sneak peek of the new intro.

Scene from the new intro

SEASON SELECTION

Before you set out on your journey, you can choose which season you wish to begin. We thought this feature would give a bit more variety to the early gameplay – depending on which season you select; you will have access to different animals and harvestable plants. This choice will not impact the gameplay in the long run.

You can now pick your starting season

NEW BEACH AREA & RANDOMLY SPAWNING ITEMS

We’ve added a tourist beach area in the South-East corner of the game world. Many NPCs wander this area, and you can often find the main characters hanging around this spot. A new item respawn system has been added to the game, so now you can pick up various objects around the beach like seaweed, clams, and some rare shells that can be sold for a big profit. Every item has a respawn timer and has a chance to respawn after a certain amount of time.

Hanging around the beach

DAILY TASK REWARDS

Completing daily tasks will reward you with a variety of items, ranging from equipment to recipes, to ingredients. The more difficult the task, the better the reward. Rewards are randomized and you have a small chance of collecting a higher-level reward with each job.

Collect a random reward after completing a daily task

QUALITY OF LIFE FEATURES ===================================

After some testing, we found that one of the biggest challenges with developing a game is easing new players in and getting them familiar with the controls and rules. The following are some quality-of-life features to make jumping into the game easier.

MINIGAME TUTORIALS

Every cooking minigame now has a tutorial screen that pops up when you play a minigame for the first time. The tutorial can be reopened at any time with the click of a button.

Tutorial for the blender minigame

INFORMATION TABS

Collecting items, completing tasks or failing tasks will activate an information tab on the side of the screen. Before, you would have to open the main menu to see if a quest has been updated or find out which item was picked up.

Item information tabs show on pickup
Information popup after completing a task

SMART FURNITURE PLACEMENT

In restaurants, a smart furniture placement feature has been added to the build mode, where it notifies you if a primary piece of furniture (appliance, fridge, chair, table) is obstructed. This will prevent furniture placements that break the game – if a chef or wait cannot reach their target destination.

Indicators showing the items that are obstructed

FORCE CLOSE RESTAURANT

Previously, to end the restaurant service, you would have to close the restaurant and wait for all guests to have their courses served and have finished eating. We felt it would be useful to add a force close button, which forces all customers to immediately leave the restaurant. It’s a useful ability if you are in a hurry,  but guests will not be happy and you will suffer a profit and reputation penalty.

Customers are forced to immediately leave

That’s it for now! After the alpha, there is some exciting work coming up. We will also continue to update the alpha for a few months with more polish and some additional content. We look forward to revealing more of Chef RPG in the near future!

NEW YEAR UPDATE, CUTSCENES, DAILY TASKS, AND ALPHA COMING SOON!
about 3 years ago – Mon, Jan 09, 2023 at 10:26:39 PM

Happy New Year! We hope you guys had a great holiday and had some delicious meals over past few weeks. Here’s a new update on what we have added to Chef RPG over the past couple of weeks.

CUTSCENES

It took a while, but we managed to develop a highly modular cutscene system, with the ability to create new cutscenes in less than 20 minutes. This cutscene system provides the tools for us to create a wide variety of cutscenes for stories and events and will be integral to the development of Chef RPG down the road, as we dive deeper into story and character related content. It includes the ability to spawn and manipulate characters, open dialogues, activate emojis, activate camera effects, and more. The following are some examples of the cutscene system in action.

Cutscene - Waking up in the hospital and greeted by Valentina.
Cutscene - First time entering the budget hotel. Nacim gives you a room to stay.

DAILY TASKS & QUESTS

Another major system we have begun developing is the quest system. The first part of this system is the implementation of a Daily Tasks Bulletin, where you can select a random task from 3 choices, and you be given 2-4 days to complete the task. By completing bulletin tasks, you can receive a wide range of rewards, ranging from credits, equipment, recipes, to furniture items. These simple Bulletin tasks provides the foundation for the larger story and character quests, which will be added later on. Because there will be close to 100 story + character quests in the final game, the quest system must be built in a modular manner. Like the cutscene system, modularity will allow us create the required quests at a quick and efficient pace.

You can find numerous Bulletin Boards around town. Tasks are randomly generated.
UI that tracks your active quests.

LA GALERIE + NEW FURNITURE ITEMS

A dedicated furniture shop has been created in White Ash Harbor, where you will be able to preview and purchase furniture for your restaurant and house. We’ve also added dozens of new furniture items for you to customize your spaces! We will continue to add more items throughout development, and we would love any ideas on decorative items you think would be cool to include in the game.

La Galerie furniture shop in White Ash Harbor.

SLEEPING

We’ve gotten around to adding the ability to sleep in Chef RPG. Sleeping lets you pass the time and recover energy. You can select how long you want to sleep. If you sleep for more than 8 hours, you will receive a temporary “Well Rested” buff.

Sleeping in your house.

IMRPOVED ANIMAL AI, AND RESPAWN SYSTEMS

Animals have improved AI, and will be alerted if you get too close and run away. Some creatures will attack if provoked. We’ve also added a global respawn system to every animal and harvestable vegetation, so that they will return to the scene after a certain number of hours or days.

Crabs will face you when alerted, and walk away.

ALPHA COMING SOON!

That’s it for now! All the core systems have now been added to the game, and it will be an exciting road ahead as we can focus more on adding content. There’s a couple more things that we want to implement and refine for the alpha, and it will be ready in a few more weeks. We thank you for your patience and we are looking forward to open Chef RPG to the first round of players soon!