WEBVTT 1 00:00:06.380 --> 00:00:09.895 Game Basics SNG Outgame System Planning 2 00:00:27.604 --> 00:00:28.403 Hello 3 00:00:28.403 --> 00:00:31.050 This is Park Hyeong-Seon of SNG design 4 00:00:31.490 --> 00:00:35.361 Designing the Shop 5 00:00:35.921 --> 00:00:39.366 First I will explain how SNG system design works 6 00:00:39.366 --> 00:00:41.062 The main flow of the game 7 00:00:41.062 --> 00:00:44.740 is spending of gold, placing buildings, producing crops in the field 8 00:00:44.740 --> 00:00:49.040 producing products in buildings, making profit from customers or orders 9 00:00:49.040 --> 00:00:52.248 and obtaining gold by spending crops & products 10 00:00:52.248 --> 00:00:54.098 So the game flows in short 11 00:00:54.098 --> 00:00:58.158 through harvesting crops, producing products, and making profit 12 00:00:58.158 --> 00:01:00.697 In the game 13 00:01:00.697 --> 00:01:04.223 you will normally take those goods 14 00:01:04.223 --> 00:01:07.535 and put them into production buildings to turn them into products 15 00:01:07.535 --> 00:01:10.146 and combine those products again 16 00:01:10.146 --> 00:01:13.218 and eventually profit from them 17 00:01:13.218 --> 00:01:16.802 A villager could come over and give a quest 18 00:01:16.802 --> 00:01:18.536 or for example, a truck could come over 19 00:01:18.536 --> 00:01:20.043 and ask for certain products 20 00:01:20.043 --> 00:01:22.040 If you complete that request 21 00:01:22.040 --> 00:01:23.886 you will gain experience and level up 22 00:01:23.886 --> 00:01:25.802 So the game itself is actually simple 23 00:01:25.802 --> 00:01:27.902 Now let's look at how 24 00:01:27.902 --> 00:01:30.051 each system is designed in detail 25 00:01:30.051 --> 00:01:32.970 while looking at some diagrams 26 00:01:32.970 --> 00:01:35.124 This is the flow chart of the entire game 27 00:01:35.124 --> 00:01:38.960 First, crops are produced from the field 28 00:01:38.960 --> 00:01:42.094 then those crops are put into production buildings 29 00:01:42.094 --> 00:01:46.059 to produce processed products 30 00:01:46.059 --> 00:01:47.891 Those products are re-processed 31 00:01:47.891 --> 00:01:50.436 All of those mechanics have to be depicted as a flow chart 32 00:01:50.436 --> 00:01:54.206 As depicted here, the orders you receive from the truck 33 00:01:54.206 --> 00:01:56.208 will request certain crops 34 00:01:56.208 --> 00:02:01.009 and fulfilling those orders 35 00:02:01.009 --> 00:02:04.010 will give more and more EXP and gold 36 00:02:04.010 --> 00:02:06.411 Friends can also use the social function 37 00:02:06.411 --> 00:02:09.683 to help each other on the farm 38 00:02:09.683 --> 00:02:13.000 Let's also take a look at the shop 39 00:02:13.000 --> 00:02:15.564 The shop function is a important part of this game 40 00:02:15.564 --> 00:02:20.205 Buildings are built through the shop 41 00:02:20.205 --> 00:02:22.782 and land is also expanded here 42 00:02:22.782 --> 00:02:27.843 So the shop is split into parts 43 00:02:27.843 --> 00:02:33.911 such as the currency shop, and island expansion 44 00:02:33.911 --> 00:02:35.926 The UI always displays 45 00:02:35.926 --> 00:02:39.150 the building limit, gold and crystals 46 00:02:39.150 --> 00:02:42.218 and the rest consists of tabs 47 00:02:42.218 --> 00:02:43.832 There are two places to select tabs from 48 00:02:43.832 --> 00:02:45.822 on the left of the screen 49 00:02:45.822 --> 00:02:46.772 and on the upper part 50 00:02:46.772 --> 00:02:48.546 The upper tabs are higher class 51 00:02:48.546 --> 00:02:52.369 so they divide the shop into 52 00:02:52.369 --> 00:02:53.564 buildings, production, currency, and expansion 53 00:02:53.564 --> 00:02:55.967 Selecting one of them will change the lower UI 54 00:02:55.967 --> 00:02:58.010 which has more tabs 55 00:02:58.010 --> 00:03:00.243 So there is a upper category 56 00:03:00.243 --> 00:03:02.149 and they consist of lower categories 57 00:03:02.149 --> 00:03:05.247 Buildings consist of farm buildings, production buildings and decorations 58 00:03:05.247 --> 00:03:08.396 and tapping on one will transport you to that UI 59 00:03:08.396 --> 00:03:11.483 On the uppermost part of the screen 60 00:03:11.483 --> 00:03:14.446 are the in-game currency you have right now 61 00:03:14.446 --> 00:03:17.211 Now let's learn about the gameplay flow 62 00:03:17.211 --> 00:03:19.871 of purchasing a building from the shop and placing it 63 00:03:19.871 --> 00:03:22.778 You can see on the first screen that the Buildings tab is selected 64 00:03:22.778 --> 00:03:27.921 You can select a farm building from there 65 00:03:27.921 --> 00:03:28.991 and a pop-up will appear 66 00:03:28.991 --> 00:03:30.481 when you tap the building you want 67 00:03:30.481 --> 00:03:33.752 and you can tap to purchase 68 00:03:33.752 --> 00:03:37.154 Once you buy the building in exchange for gold 69 00:03:37.154 --> 00:03:38.866 you can place it 70 00:03:38.866 --> 00:03:40.683 and then it will take time to be built 71 00:03:40.683 --> 00:03:45.198 We went over this when looking at the building function 72 00:03:45.198 --> 00:03:47.900 There may be some cases 73 00:03:47.900 --> 00:03:49.198 where the purchase cannot be made 74 00:03:49.198 --> 00:03:51.004 When you select a building in the shop 75 00:03:51.004 --> 00:03:52.316 and tap 'Build' 76 00:03:52.316 --> 00:03:54.406 if you don't have enough gold, or the building limit has been reached 77 00:03:54.406 --> 00:03:55.988 the game has to be designed so that 78 00:03:55.988 --> 00:03:58.238 the building won't be placed 79 00:03:58.238 --> 00:03:59.617 When a building cannot be purchased 80 00:03:59.617 --> 00:04:02.406 a corresponding pop-up would be displayed on the screen 81 00:04:02.406 --> 00:04:05.208 to let the player know 82 00:04:05.208 --> 00:04:08.143 For example, if they don't have enough gold 83 00:04:08.143 --> 00:04:09.136 The pop-up will tell them 84 00:04:09.136 --> 00:04:10.861 If the building limit has been reached 85 00:04:10.861 --> 00:04:12.793 the pop-up would tell them 86 00:04:12.793 --> 00:04:15.396 to increase the limit 87 00:04:15.396 --> 00:04:16.666 If the currency missing is gold 88 00:04:16.666 --> 00:04:17.455 tapping 'yes' on the pop-up 89 00:04:17.455 --> 00:04:20.000 would get the player to the gold shop 90 00:04:20.000 --> 00:04:25.228 suggesting to them to make an in-app purchase 91 00:04:25.228 --> 00:04:29.485 Let's take a closer look at the shop UI 92 00:04:29.485 --> 00:04:32.616 As a designer, you have to put numbers on each UI element 93 00:04:32.616 --> 00:04:35.921 and provide detailed descriptions of each one 94 00:04:35.921 --> 00:04:37.154 You can see there's a chicken coop 95 00:04:37.154 --> 00:04:41.327 In order for the building name to written as 'chicken coop' 96 00:04:41.327 --> 00:04:43.286 you would have to write that down 97 00:04:43.286 --> 00:04:45.178 in the appropriate column in the data table, as a String 98 00:04:45.178 --> 00:04:48.000 Then there is an image of a chicken coop 99 00:04:48.000 --> 00:04:49.629 Images are displayed 100 00:04:49.629 --> 00:04:51.646 by putting them into the client 101 00:04:51.646 --> 00:04:54.693 through the developer's game engine of choice 102 00:04:54.693 --> 00:04:57.700 So an image of a chicken coop with chickens inside 103 00:04:57.700 --> 00:05:00.822 is put into the shop UI 104 00:05:00.822 --> 00:05:04.877 Then there has to be information 105 00:05:04.877 --> 00:05:08.119 of price, production time, 106 00:05:08.119 --> 00:05:10.856 how much of the building limit it takes up 107 00:05:10.856 --> 00:05:12.619 how long it takes long to build 108 00:05:12.619 --> 00:05:15.703 That kind of information should go in a UI 109 00:05:15.703 --> 00:05:17.818 And also, according to the player's status 110 00:05:17.818 --> 00:05:20.277 whether it is possible to build a building now 111 00:05:20.277 --> 00:05:22.135 should be made obvious 112 00:05:22.135 --> 00:05:23.533 If the player needs to reach level 5 to build it 113 00:05:23.533 --> 00:05:26.406 the chicken coop should only open once they reach that level 114 00:05:26.406 --> 00:05:27.647 Before that, the chicken coop 115 00:05:27.647 --> 00:05:30.911 would be displayed in a grey box, like on the right 116 00:05:30.911 --> 00:05:32.901 When level 5 is reached 117 00:05:32.901 --> 00:05:33.991 then, when you touch it 118 00:05:33.991 --> 00:05:36.495 the UI to place it will appear 119 00:05:38.050 --> 00:05:40.203 The same applies for the bakery 120 00:05:40.203 --> 00:05:41.446 It has almost the same UI 121 00:05:41.446 --> 00:05:46.337 You can use the same UI for these 122 00:05:46.337 --> 00:05:49.350 Things like fountains are decorative buildings 123 00:05:49.350 --> 00:05:53.149 Placing them will increase the building limit 124 00:05:53.149 --> 00:05:55.084 The ones I mentioned up until now 125 00:05:55.084 --> 00:05:57.346 such as buildings that have farm animals 126 00:05:57.346 --> 00:06:00.059 or production buildings are for producing things 127 00:06:00.059 --> 00:06:04.024 and building them will increase the building count 128 00:06:04.024 --> 00:06:05.297 But the more you build decorations 129 00:06:05.297 --> 00:06:07.079 the more the building limit will increase 130 00:06:07.079 --> 00:06:09.311 So before you build production buildings 131 00:06:09.311 --> 00:06:11.325 you have to place decorations 132 00:06:11.325 --> 00:06:13.960 to increase the building limit 133 00:06:13.960 --> 00:06:17.267 Which is why decorations have a slightly different UI 134 00:06:17.267 --> 00:06:19.400 You can see the decoration name 135 00:06:19.400 --> 00:06:23.154 and the gold cost, building time and the building count increase from building it 136 00:06:23.154 --> 00:06:23.762 You can see the difference 137 00:06:23.762 --> 00:06:26.862 The building gauge is not filled, but increased 138 00:06:26.862 --> 00:06:28.878 The building also requires level 30 139 00:06:28.878 --> 00:06:30.812 So you will either see 140 00:06:30.812 --> 00:06:33.019 that the building can be placed 141 00:06:33.019 --> 00:06:35.010 or your level is insufficient 142 00:06:35.010 --> 00:06:37.322 Now I'll talk about the building details 143 00:06:37.322 --> 00:06:38.515 displayed in the shop 144 00:06:38.515 --> 00:06:40.715 If you tap the 'details' button 145 00:06:40.715 --> 00:06:43.406 a pop-up of the building details will show up on the screen 146 00:06:43.406 --> 00:06:46.439 That's the one shaped like a magnifying glass 147 00:06:46.439 --> 00:06:50.634 You can see more stats related to the building 148 00:06:50.634 --> 00:06:52.690 There's the building name and image, size 149 00:06:52.690 --> 00:06:56.871 currently placed and maximum possible number of buildings 150 00:06:56.871 --> 00:07:00.159 and the amount of gold required to place one 151 00:07:00.159 --> 00:07:03.198 And the building gauge that it takes up 152 00:07:03.198 --> 00:07:05.138 the time it takes to build 153 00:07:05.138 --> 00:07:07.663 the type of animal that it can house 154 00:07:07.663 --> 00:07:10.011 and the maximum number of animals it can house 155 00:07:10.011 --> 00:07:12.634 The reason there has to be a separate UI 156 00:07:12.634 --> 00:07:14.833 is because information is divided into core information and details 157 00:07:14.833 --> 00:07:17.626 Core information means the kind 158 00:07:17.626 --> 00:07:19.624 you must need to make a purchase 159 00:07:19.624 --> 00:07:20.824 Detailed information 160 00:07:20.824 --> 00:07:22.059 has to do with the building's functions 161 00:07:22.059 --> 00:07:27.188 The reason details are shown using a pop-up 162 00:07:27.188 --> 00:07:30.638 is because it's not possible to show everything with a simple UI 163 00:07:30.638 --> 00:07:32.208 So we have two layers of information 164 00:07:32.208 --> 00:07:33.979 by making the player tap the magnifying glass symbol 165 00:07:33.979 --> 00:07:36.178 to view detailed information 166 00:07:36.178 --> 00:07:38.306 Having to move to another UI 167 00:07:38.306 --> 00:07:40.733 might also be a hassle 168 00:07:40.733 --> 00:07:42.185 but without two layers, the UI would look too messy 169 00:07:42.185 --> 00:07:44.317 which is why we do this 170 00:07:44.317 --> 00:07:47.494 If you touch the 'details' button of a building 171 00:07:47.494 --> 00:07:50.713 the details will pop up on the center of the screen 172 00:07:50.713 --> 00:07:53.267 and tapping the 'close' button will close the pop-up 173 00:07:53.267 --> 00:07:54.385 According to the type of building 174 00:07:54.385 --> 00:07:58.099 the information shown on the details page will differ 175 00:07:58.099 --> 00:08:01.574 Which is why when designing the details UI 176 00:08:01.574 --> 00:08:02.908 you have to categorize 177 00:08:02.908 --> 00:08:04.950 the buildings according to type, such as decoration and production 178 00:08:04.950 --> 00:08:07.653 Making the details UI from scratch for each building 179 00:08:07.653 --> 00:08:09.436 would make implementing this system too difficult 180 00:08:09.436 --> 00:08:11.186 which is why that isn't the case 181 00:08:11.186 --> 00:08:13.594 and to make the implementation easier 182 00:08:13.594 --> 00:08:14.844 we categorize the buildings 183 00:08:14.844 --> 00:08:16.545 There are four categories in total in this game 184 00:08:16.545 --> 00:08:18.007 So it will be your job to also categorize the buildings 185 00:08:18.007 --> 00:08:19.891 as you design the game 186 00:08:19.891 --> 00:08:23.594 The details for production buildings are a bit different 187 00:08:23.594 --> 00:08:26.349 There's the building name, image and size 188 00:08:26.349 --> 00:08:27.694 then the number placed 189 00:08:27.694 --> 00:08:30.139 the gold required to purchase 190 00:08:30.139 --> 00:08:32.900 how much building gauge it takes up 191 00:08:32.900 --> 00:08:34.851 the time it takes to build 192 00:08:34.851 --> 00:08:35.659 and finally 193 00:08:35.659 --> 00:08:37.911 how much of which items it can produce 194 00:08:37.911 --> 00:08:41.257 That is the information displayed here 195 00:08:41.257 --> 00:08:43.337 Next there is the building purchase pop-up 196 00:08:43.337 --> 00:08:46.102 When you tap on something you want to buy in the shop 197 00:08:46.102 --> 00:08:48.347 you will see a pop-up 198 00:08:48.347 --> 00:08:51.865 You can see on the UI description 199 00:08:51.865 --> 00:08:53.208 the resources that it costs 200 00:08:53.208 --> 00:08:57.149 These have to be displayed for each building 201 00:08:57.149 --> 00:08:58.490 Now let's look at 202 00:08:58.490 --> 00:09:00.495 the flow chart for purchasing a building 203 00:09:00.495 --> 00:09:02.522 The player enters the store 204 00:09:02.522 --> 00:09:04.163 and the game checks whether or not the building is locked 205 00:09:04.163 --> 00:09:06.584 The player might not be at a high enough level 206 00:09:06.584 --> 00:09:08.883 or not have enough gold 207 00:09:08.883 --> 00:09:11.713 Or they might be too close to the building limit 208 00:09:11.713 --> 00:09:13.170 Then there is the maximum number 209 00:09:13.170 --> 00:09:15.901 For certain buildings, you can only place up to a set number 210 00:09:15.901 --> 00:09:19.000 All of those have to be checked using conditionals 211 00:09:19.000 --> 00:09:22.307 in the flow chart 212 00:09:22.307 --> 00:09:24.216 Doing so makes it possible for the programers 213 00:09:24.216 --> 00:09:25.762 to write code for each case 214 00:09:25.762 --> 00:09:28.396 This is the data table for the farm building shop 215 00:09:28.396 --> 00:09:31.830 There are two reasons 216 00:09:31.830 --> 00:09:34.000 that this table is so helpful 217 00:09:34.000 --> 00:09:37.208 For example, if you have a buildings table 218 00:09:37.208 --> 00:09:40.228 and a table for crops 219 00:09:40.228 --> 00:09:41.583 then there will also be one for trees 220 00:09:41.583 --> 00:09:44.129 So a data table for each type of object 221 00:09:44.129 --> 00:09:46.351 You have these tables 222 00:09:46.351 --> 00:09:49.889 but how to show objects in the shop 223 00:09:49.889 --> 00:09:50.960 is a different problem 224 00:09:50.960 --> 00:09:54.045 Even for the same object 225 00:09:54.045 --> 00:09:58.168 they might have to be displayed in the shop in a different way 226 00:09:58.168 --> 00:10:00.984 So you have to first make a data table with the objects as items 227 00:10:00.984 --> 00:10:03.347 and later make separate tables to use in the shop 228 00:10:03.347 --> 00:10:07.286 And for those tables, you only have to enter 229 00:10:07.286 --> 00:10:09.287 data required for the shop 230 00:10:09.287 --> 00:10:13.545 such as building type, for example 231 00:10:13.545 --> 00:10:17.139 So there would be a table for production buildings, for example 232 00:10:17.139 --> 00:10:20.425 And once you have reached the maximum number of a certain building 233 00:10:20.425 --> 00:10:23.307 you cannot purchase it anymore 234 00:10:23.307 --> 00:10:26.147 So there also has to be a conditional based on that 235 00:10:26.147 --> 00:10:28.330 and if the maximum number has been reached 236 00:10:28.330 --> 00:10:30.096 either by changing the UI color or via a pop-up 237 00:10:30.096 --> 00:10:31.238 the player should be notified 238 00:10:31.238 --> 00:10:32.915 So there is a limit to how many of each building you can place 239 00:10:32.915 --> 00:10:35.921 depending on the player's level 240 00:10:35.921 --> 00:10:37.639 and that information should be written down 241 00:10:37.639 --> 00:10:39.785 in its own data table 242 00:10:39.785 --> 00:10:41.693 called 'maximum building' 243 00:10:41.693 --> 00:10:43.891 So here is an example of a max building data table 244 00:10:43.891 --> 00:10:46.109 There are numbers and building serial numbers 245 00:10:46.109 --> 00:10:48.178 If fields are in this table 246 00:10:48.178 --> 00:10:50.930 and a field has the serial number 1001 247 00:10:50.930 --> 00:10:52.564 that means all fields will have that number 248 00:10:52.564 --> 00:10:55.373 So the field's ID is 1001 249 00:10:55.373 --> 00:10:56.703 Chicken coops are no. 1002 250 00:10:56.703 --> 00:10:57.848 cattle ranches are no. 1003 251 00:10:57.848 --> 00:11:00.178 and pig pens are no. 1004 252 00:11:00.178 --> 00:11:04.197 But you can see that fields have a level from 1 to 5 253 00:11:04.197 --> 00:11:07.206 and the number placeable are 6 at level 1, 9 at 2 254 00:11:07.206 --> 00:11:10.119 12 at 3, 15 at 4, and 18 at 5 255 00:11:10.119 --> 00:11:11.713 So the numbers change 256 00:11:11.713 --> 00:11:14.615 That is because according to the number in the level column 257 00:11:14.615 --> 00:11:17.226 the player will be able to place as many fields 258 00:11:17.226 --> 00:11:18.535 as the number in the number column 259 00:11:18.535 --> 00:11:22.092 The same applies to the chicken coops and so on 260 00:11:22.092 --> 00:11:25.644 When you reach level 5, 20, and 35 respectively 261 00:11:25.644 --> 00:11:26.898 the number goes up from 1 to 3 and 5 262 00:11:26.898 --> 00:11:29.436 This is the maximum possible number of buildings 263 00:11:29.436 --> 00:11:32.003 So you have to keep the game balanced 264 00:11:32.003 --> 00:11:34.574 by deciding the maximum number of each building 265 00:11:34.574 --> 00:11:40.574 Because if you don't set a limit 266 00:11:40.574 --> 00:11:43.106 buildings can be built infinitely 267 00:11:43.106 --> 00:11:46.535 and there will be too much production 268 00:11:46.535 --> 00:11:49.230 Which will end up in the player 269 00:11:49.230 --> 00:11:51.497 growing way too faster than expected 270 00:11:51.497 --> 00:11:53.297 and the player finishing the game too early 271 00:11:53.297 --> 00:11:56.139 So this has to do with the game's balance 272 00:11:56.139 --> 00:11:57.792 With balance in mind 273 00:11:57.792 --> 00:11:59.981 consider how many levels 274 00:11:59.981 --> 00:12:02.554 you could go up each hour 275 00:12:02.554 --> 00:12:03.690 For example, if a player plays 276 00:12:03.690 --> 00:12:05.355 for a month or two 277 00:12:05.355 --> 00:12:08.248 say they could consume 60% of the content 278 00:12:08.248 --> 00:12:10.846 Balancing should be done 279 00:12:10.846 --> 00:12:12.985 with a certain standard like this in mind 280 00:12:12.985 --> 00:12:15.604 through the game's economy 281 00:12:15.604 --> 00:12:18.804 If the game's economy is broken 282 00:12:18.804 --> 00:12:20.356 the player will produce too fast 283 00:12:20.356 --> 00:12:21.983 and thus grow too quickly 284 00:12:21.983 --> 00:12:23.604 as an unintended effect 285 00:12:23.604 --> 00:12:27.408 So there must be a data table 286 00:12:27.408 --> 00:12:31.218 that has info on the maximum building limit 287 00:12:31.218 --> 00:12:33.311 Next let me explain to you 288 00:12:33.311 --> 00:12:34.584 about the decoration shop data table 289 00:12:34.584 --> 00:12:37.344 There are also numbered IDs, building names and types 290 00:12:37.344 --> 00:12:39.535 price, building gauge consumption 291 00:12:39.535 --> 00:12:42.429 size, EXP obtained upon completion, and unlock level 292 00:12:42.429 --> 00:12:44.495 Those should go in the table 293 00:12:44.495 --> 00:12:46.839 The player purchases a farm animal 294 00:12:46.839 --> 00:12:48.376 and places it 295 00:12:48.376 --> 00:12:50.909 The animal can either be displayed 296 00:12:50.909 --> 00:12:53.030 as unplaceable or placeable 297 00:12:53.030 --> 00:12:55.183 And once placed 298 00:12:55.183 --> 00:12:58.000 the selected coop will gain a chicken 299 00:12:58.000 --> 00:13:02.574 Once placed, the purchase is complete 300 00:13:02.574 --> 00:13:05.042 An animal will not be available for purchase 301 00:13:05.042 --> 00:13:06.467 if the player has chosen an animal 302 00:13:06.467 --> 00:13:07.678 and pressed 'Buy' 303 00:13:07.678 --> 00:13:09.257 but they don't have enough gold 304 00:13:09.257 --> 00:13:10.568 or there are no corresponding buildings 305 00:13:10.568 --> 00:13:12.753 the animal can be placed in 306 00:13:12.753 --> 00:13:14.574 In that case, they shouldn't be able to buy the animal 307 00:13:14.574 --> 00:13:18.962 and a pop-up should appear saying 308 00:13:18.962 --> 00:13:21.109 that there is not enough farm space 309 00:13:21.109 --> 00:13:22.123 or not enough gold 310 00:13:22.123 --> 00:13:24.901 according to the correct case 311 00:13:24.901 --> 00:13:27.000 And for farm buildings 312 00:13:27.000 --> 00:13:29.475 that are not the type for the animal you are buying 313 00:13:29.475 --> 00:13:32.829 you shouldn't be able to place animals there 314 00:13:32.829 --> 00:13:35.317 That also has to be programmed in advance 315 00:13:35.317 --> 00:13:39.257 So chickens can't go into cattle ranches, for example 316 00:13:39.257 --> 00:13:41.543 And if a farm building is already full 317 00:13:41.543 --> 00:13:43.129 animals cannot be placed there anymore 318 00:13:43.129 --> 00:13:44.143 So a pop-up should appear 319 00:13:44.143 --> 00:13:46.683 saying the building is full 320 00:13:46.683 --> 00:13:50.902 The UI elements consist of the animal's name, image, current and max number 321 00:13:50.902 --> 00:13:54.396 gold required to buy, availability 322 00:13:54.396 --> 00:13:55.924 details button 323 00:13:55.924 --> 00:13:57.137 and UI depending on availability 324 00:13:57.137 --> 00:13:59.743 those should be in 325 00:13:59.743 --> 00:14:01.069 the UI description 326 00:14:01.069 --> 00:14:03.237 So in the animal's details UI 327 00:14:03.237 --> 00:14:05.129 which will pop up when it's selected 328 00:14:05.129 --> 00:14:07.480 there is the name and image, current and max number 329 00:14:07.480 --> 00:14:10.700 the building that can house this animal 330 00:14:10.700 --> 00:14:12.535 and the animal's price 331 00:14:12.535 --> 00:14:15.178 These go in the details 332 00:14:15.178 --> 00:14:17.286 Like always, there should be descriptions 333 00:14:17.286 --> 00:14:21.149 for all the UI elements here 334 00:14:21.149 --> 00:14:23.812 And a flow chart for purchasing an animal 335 00:14:23.812 --> 00:14:27.392 The animal is selected after entering the shop 336 00:14:27.392 --> 00:14:29.083 and you can put conditionals 337 00:14:29.083 --> 00:14:33.604 to determine if the purchase can be made 338 00:14:33.604 --> 00:14:37.779 The farm animal table consists of ID, animal name, price 339 00:14:37.779 --> 00:14:39.854 corresponding building, product 340 00:14:39.854 --> 00:14:43.980 unlock level, and initial buying limit 341 00:14:43.980 --> 00:14:47.376 If you have bought the maximum possible amount of animals 342 00:14:47.376 --> 00:14:48.785 according to your level 343 00:14:48.785 --> 00:14:52.208 the maximum number may differ 344 00:14:52.208 --> 00:14:53.880 and if that max number 345 00:14:53.880 --> 00:14:55.851 has been reached 346 00:14:55.851 --> 00:14:58.129 there should be a pop-up that tells the player so 347 00:14:58.129 --> 00:15:00.460 So the max level of animals 348 00:15:00.460 --> 00:15:03.000 can also be organized into a table 349 00:15:03.000 --> 00:15:04.723 As for trees 350 00:15:04.723 --> 00:15:07.000 they're the same as animals 351 00:15:07.000 --> 00:15:08.554 You need a pop-up for purchasing 352 00:15:08.554 --> 00:15:11.069 and the details of the tree 353 00:15:11.069 --> 00:15:14.446 And the flow chart can be made in the same way as well 354 00:15:14.446 --> 00:15:16.493 You need to add conditionals 355 00:15:16.493 --> 00:15:18.653 related to building limit and gold 356 00:15:18.653 --> 00:15:20.485 Here is a data table of the tree store 357 00:15:20.485 --> 00:15:22.671 There is index, tree name, price 358 00:15:22.671 --> 00:15:25.044 building gauge consumption, size, product 359 00:15:25.044 --> 00:15:27.029 product number, EXP obtained upon placing 360 00:15:27.029 --> 00:15:28.812 and the unlock level 361 00:15:28.812 --> 00:15:30.867 Next let's go over 362 00:15:30.867 --> 00:15:32.832 the UI for purchasing gold 363 00:15:32.832 --> 00:15:35.050 When you tap on gold in the in-game currency store 364 00:15:35.050 --> 00:15:37.465 a pop-up will appear, asking if you want to buy it 365 00:15:37.465 --> 00:15:39.166 and then the purchase 366 00:15:39.166 --> 00:15:41.802 will either be completed or fail 367 00:15:41.802 --> 00:15:43.455 The same is for crystals 368 00:15:43.455 --> 00:15:45.730 The purchase can succeed or fail 369 00:15:45.730 --> 00:15:47.614 But in most cases, it will succeed 370 00:15:47.614 --> 00:15:50.012 since the purchase will only fail 371 00:15:50.012 --> 00:15:52.040 if the transaction is canceled midway 372 00:15:52.040 --> 00:15:55.624 There needs to be a table for the gold shop 373 00:15:55.624 --> 00:15:58.547 There are tiers related to this 374 00:15:58.547 --> 00:16:00.089 set in the Apple App Store and Google Play Store 375 00:16:00.089 --> 00:16:04.485 so you should check their policies 376 00:16:04.485 --> 00:16:06.869 when you are setting up 377 00:16:06.869 --> 00:16:08.743 paid in-game currency 378 00:16:08.743 --> 00:16:11.739 So we have the item name, number obtained, type of currency, method of payment, and price 379 00:16:11.739 --> 00:16:16.255 So you have to decide how much these are sold 380 00:16:16.255 --> 00:16:18.640 and if you pay for them in in-game currency or cash 381 00:16:18.640 --> 00:16:20.416 while accounting for discounts 382 00:16:20.416 --> 00:16:22.384 When expanding the farm 383 00:16:22.384 --> 00:16:24.911 resources will also be spent 384 00:16:24.911 --> 00:16:28.664 So you can set a pop-up to appear 385 00:16:28.664 --> 00:16:31.772 and ask if the player really wants to expand 386 00:16:31.772 --> 00:16:33.851 once they select which area to expand 387 00:16:33.851 --> 00:16:36.931 and also let the player know when the expansion is successful 388 00:16:36.931 --> 00:16:38.549 If the farm can't be expanded 389 00:16:38.549 --> 00:16:42.011 that might mean the farm is already fully expanded 390 00:16:42.011 --> 00:16:43.200 or there's something in the way 391 00:16:43.200 --> 00:16:44.327 or there is not enough gold 392 00:16:44.327 --> 00:16:48.574 In all of those cases, the player should be notified 393 00:16:48.574 --> 00:16:49.492 if the area has already been unlocked 394 00:16:49.492 --> 00:16:51.336 or the player's level is not high enough 395 00:16:51.336 --> 00:16:54.891 tapping the area should not do anything 396 00:16:54.891 --> 00:16:56.070 In this case 397 00:16:56.070 --> 00:16:59.733 I am talking about a game where areas can only be unlocked linearly 398 00:16:59.733 --> 00:17:02.917 So if there are 9 areas in total 399 00:17:02.917 --> 00:17:05.525 you can only unlock a certain one at a time 400 00:17:05.525 --> 00:17:07.144 In that case, you can design the UI 401 00:17:07.144 --> 00:17:08.597 so that you can see which area 402 00:17:08.597 --> 00:17:12.228 is available to expand to 403 00:17:12.228 --> 00:17:13.781 The UI description 404 00:17:13.781 --> 00:17:16.059 consists of area name, position on the map 405 00:17:16.059 --> 00:17:18.009 availability, and text indicating availability 406 00:17:18.009 --> 00:17:20.099 So you should describe those elements 407 00:17:20.099 --> 00:17:22.311 And for the flow chart 408 00:17:22.311 --> 00:17:24.949 The player enters the store 409 00:17:24.949 --> 00:17:26.069 and the flow chart has to check 410 00:17:26.069 --> 00:17:28.712 if the area is already obtained 411 00:17:28.712 --> 00:17:32.233 if the player has enough gold 412 00:17:32.233 --> 00:17:33.931 and whether or not the area is locked 413 00:17:33.931 --> 00:17:36.877 And when you expand the farm, there will be special effects 414 00:17:36.877 --> 00:17:39.669 as the border of the farm expands 415 00:17:39.669 --> 00:17:43.347 You should also plan that out 416 00:17:43.347 --> 00:17:45.746 When a area is newly opened 417 00:17:45.746 --> 00:17:48.045 it won't be just empty space 418 00:17:48.045 --> 00:17:49.856 there will be trees 419 00:17:49.856 --> 00:17:54.158 and trees need to be removed using gold or crystals 420 00:17:54.158 --> 00:17:55.954 Rocks are removable too 421 00:17:55.954 --> 00:17:58.276 But these aren't things 422 00:17:58.276 --> 00:18:00.082 that the programmer should take care of on their own 423 00:18:00.082 --> 00:18:03.257 The X and Y coordinates of objects have to be set by the designer 424 00:18:03.257 --> 00:18:04.484 This is actually important 425 00:18:04.484 --> 00:18:06.862 There are two ways to decide 426 00:18:06.862 --> 00:18:09.695 how many trees to plant 427 00:18:09.695 --> 00:18:11.000 and how many rocks to put in these areas 428 00:18:11.000 --> 00:18:14.015 First is to use the game engine 429 00:18:14.015 --> 00:18:15.629 such as Unity or Unreal Engine 430 00:18:15.629 --> 00:18:18.017 and ask the client programmer 431 00:18:18.017 --> 00:18:20.126 to make a map tool 432 00:18:20.126 --> 00:18:22.218 that lets you place objects directly 433 00:18:22.218 --> 00:18:25.202 The second way is to make a data table 434 00:18:25.202 --> 00:18:28.043 So if the map is a 30x30 grid 435 00:18:28.043 --> 00:18:29.030 you enter the coordinates 436 00:18:29.030 --> 00:18:32.405 For example, if you enter (27, 7) as the coordinates 437 00:18:32.405 --> 00:18:36.982 that means a tree should be at X=27, Y=7 438 00:18:36.982 --> 00:18:39.515 So you can use a data table as well 439 00:18:39.515 --> 00:18:41.991 The more difficult way of implementation 440 00:18:41.991 --> 00:18:44.931 is usually creating a level design tool 441 00:18:44.931 --> 00:18:46.686 and using a data table is easier 442 00:18:46.686 --> 00:18:49.534 So if you're in a hurry, you can use that 443 00:18:49.534 --> 00:18:52.317 but the method using the table is more inconvenient 444 00:18:52.317 --> 00:18:54.969 So sometimes you may eventually end up 445 00:18:54.969 --> 00:18:55.881 just making the tool 446 00:18:58.307 --> 00:19:00.038 Here is a data table about area expansion 447 00:19:00.038 --> 00:19:02.553 This example has columns of 448 00:19:02.553 --> 00:19:03.735 the index, the area that will be unlocked 449 00:19:03.735 --> 00:19:05.401 required level, and price 450 00:19:05.401 --> 00:19:08.139 You can list the areas according to the order they're unlocked in 451 00:19:08.571 --> 00:19:12.403 Orders and Visitors 452 00:19:12.802 --> 00:19:16.303 Now we have to look at fulfilling orders 453 00:19:16.303 --> 00:19:18.608 Fulfilling orders 454 00:19:18.608 --> 00:19:20.832 is the growth mechanism of the game 455 00:19:20.832 --> 00:19:23.743 You will work hard to produce products in the game 456 00:19:23.743 --> 00:19:27.264 and during that, a truck or something similar will come over 457 00:19:27.264 --> 00:19:27.901 and give you quests 458 00:19:27.901 --> 00:19:30.412 If you deliver three wheat and four corn 459 00:19:30.412 --> 00:19:33.722 you get 30 gold and 40 EXP 460 00:19:33.722 --> 00:19:37.388 And if you deliver a higher level item 461 00:19:37.388 --> 00:19:38.997 like a raspberry cake 462 00:19:38.997 --> 00:19:40.854 you get 300 gold and 300 EXP! 463 00:19:40.854 --> 00:19:43.030 These kinds of quests will keep coming 464 00:19:43.030 --> 00:19:43.931 We call them delivery quests 465 00:19:43.931 --> 00:19:46.857 Completing them will raise your level 466 00:19:46.857 --> 00:19:47.956 and thus unlock more content 467 00:19:47.956 --> 00:19:51.931 You could say it's the endgame content of SNGs 468 00:19:51.931 --> 00:19:53.339 You select an order that you can fulfill 469 00:19:53.339 --> 00:19:54.820 and press the 'deliver' button 470 00:19:54.820 --> 00:19:56.926 Then the crops and/or products are taken from you 471 00:19:56.926 --> 00:19:57.877 and the truck goes away 472 00:19:57.877 --> 00:19:59.300 When the truck comes back after some time 473 00:19:59.300 --> 00:20:01.198 you can receive the rewards 474 00:20:01.198 --> 00:20:02.691 Let's take a look 475 00:20:02.691 --> 00:20:04.782 at the rules of these orders 476 00:20:04.782 --> 00:20:07.332 Initially, the orders 477 00:20:07.332 --> 00:20:08.830 will not request completely random products 478 00:20:08.830 --> 00:20:11.575 but are set within a certain range, depending on the player's level 479 00:20:11.575 --> 00:20:13.434 You get to determine that range 480 00:20:13.434 --> 00:20:15.376 using a data table 481 00:20:15.376 --> 00:20:17.957 If the orders are the same every time 482 00:20:17.957 --> 00:20:19.455 that makes the game boring 483 00:20:19.455 --> 00:20:21.785 So you would have a set of pre-determined orders, like a test bank 484 00:20:21.785 --> 00:20:24.162 and create rules 485 00:20:24.162 --> 00:20:26.089 to make the orders appear random 486 00:20:26.089 --> 00:20:27.806 So, when you tap on the notice board 487 00:20:27.806 --> 00:20:29.288 and select 'deliver' on an order 488 00:20:29.288 --> 00:20:32.197 the order will deliver if you have the goods 489 00:20:32.197 --> 00:20:35.624 and once delivered, you can get the rewards 490 00:20:35.624 --> 00:20:39.881 Here's an order the player can deliver, which they do 491 00:20:39.881 --> 00:20:42.480 Then special effects will appear on the truck 492 00:20:42.480 --> 00:20:45.443 You can see the carrots go into the truck 493 00:20:45.443 --> 00:20:46.723 So if you deliver carrots 494 00:20:46.723 --> 00:20:48.779 carrots will go in the truck 495 00:20:48.779 --> 00:20:51.270 and if you deliver eggs 496 00:20:51.270 --> 00:20:54.000 you should see eggs go in the truck 497 00:20:54.000 --> 00:20:56.767 The player has to see 498 00:20:56.767 --> 00:20:59.026 that they have five less eggs than before 499 00:20:59.026 --> 00:21:01.891 through the UI 500 00:21:01.891 --> 00:21:04.706 Now that the truck has gone with the eggs 501 00:21:04.706 --> 00:21:07.372 after some time, the quest will be complete 502 00:21:07.372 --> 00:21:10.122 It won't be completed right away 503 00:21:10.122 --> 00:21:12.928 and you will receive EXP and gold 504 00:21:12.928 --> 00:21:15.594 after waiting a while 505 00:21:15.594 --> 00:21:17.641 So when the truck returns 506 00:21:17.641 --> 00:21:19.545 tapping on it 507 00:21:19.545 --> 00:21:22.099 will get you the rewards 508 00:21:22.099 --> 00:21:24.958 When the player taps the truck to get their reward 509 00:21:24.958 --> 00:21:27.648 The amount obtained should show up near the status bar on the top 510 00:21:27.648 --> 00:21:30.348 and there should also be special effects 511 00:21:30.348 --> 00:21:33.752 where gold coins fly towards the UI 512 00:21:33.752 --> 00:21:35.783 Now, these are the rules 513 00:21:35.783 --> 00:21:38.267 of delivery rewards 514 00:21:38.267 --> 00:21:40.974 If there is an order that requests 515 00:21:40.974 --> 00:21:43.310 two carrots, five eggs, and two bars of butter 516 00:21:43.310 --> 00:21:47.149 you will have to do some math to set the reward amount 517 00:21:47.149 --> 00:21:49.391 You can do this either using a data table 518 00:21:49.391 --> 00:21:52.228 or set the rules through code 519 00:21:52.228 --> 00:21:53.660 And for the UI elements 520 00:21:53.660 --> 00:21:56.007 The UI looks like a notice board 521 00:21:56.007 --> 00:21:58.796 and you have to describe 522 00:21:58.796 --> 00:22:00.427 the various elements 523 00:22:00.427 --> 00:22:02.702 such as order information, requested goods 524 00:22:02.702 --> 00:22:05.264 how many of each goods are required 525 00:22:05.264 --> 00:22:07.584 the 'deliver' button and button to delete the order 526 00:22:07.584 --> 00:22:09.329 As for situations where the delivery can't be made 527 00:22:09.329 --> 00:22:11.332 You shouldn't use up all of one crop 528 00:22:11.332 --> 00:22:13.514 So if delivering the order results in that 529 00:22:13.514 --> 00:22:16.891 there should be a pop-up that warns the player 530 00:22:16.891 --> 00:22:19.629 And if the player doesn't have enough 531 00:22:19.629 --> 00:22:22.245 of any of the products requested 532 00:22:22.245 --> 00:22:24.634 of course the order can't be delivered 533 00:22:24.634 --> 00:22:25.984 So in that case 534 00:22:25.984 --> 00:22:28.614 the 'deliver' button will be disabled 535 00:22:28.614 --> 00:22:30.175 And pressing it will show a pop-up 536 00:22:30.175 --> 00:22:31.466 that shows the requested number 537 00:22:31.466 --> 00:22:34.000 and says that you don't have enough 538 00:22:34.000 --> 00:22:35.958 Also, if the truck is still delivering 539 00:22:35.958 --> 00:22:37.847 the button should also be disabled here 540 00:22:37.847 --> 00:22:40.090 because the truck is busy 541 00:22:40.090 --> 00:22:41.743 So the button will be dimmed 542 00:22:41.743 --> 00:22:43.190 Deleting an order 543 00:22:43.190 --> 00:22:44.580 If you tap the delete button 544 00:22:44.580 --> 00:22:46.498 it will remove the selected order 545 00:22:46.498 --> 00:22:48.980 and that slot will become suspended 546 00:22:48.980 --> 00:22:50.540 When that happens 547 00:22:50.540 --> 00:22:51.428 that slot will stay empty 548 00:22:51.428 --> 00:22:52.986 for 10 minutes, for example 549 00:22:52.986 --> 00:22:54.673 Deleting an order is giving it up 550 00:22:54.673 --> 00:22:56.442 because you can't complete it 551 00:22:56.442 --> 00:22:59.241 This function exists so that the player 552 00:22:59.241 --> 00:23:01.416 can get a different order 553 00:23:01.416 --> 00:23:02.978 And because crystals can be spent 554 00:23:02.978 --> 00:23:04.958 to reduce the wait 555 00:23:04.958 --> 00:23:05.964 you can instantly complete here 556 00:23:05.964 --> 00:23:08.287 to get a new order 557 00:23:08.287 --> 00:23:09.494 So you could set up a pop-up 558 00:23:09.494 --> 00:23:11.852 that asks you if you want to get a new order 559 00:23:11.852 --> 00:23:12.962 by spending crystals 560 00:23:12.962 --> 00:23:14.752 and saying yes will instantly complete the wait 561 00:23:14.752 --> 00:23:16.699 And we can also make a flow chart 562 00:23:16.699 --> 00:23:18.863 for the delivery process as well 563 00:23:18.863 --> 00:23:22.328 First an order is selected 564 00:23:22.328 --> 00:23:25.297 and if you have the right goods 565 00:23:25.297 --> 00:23:28.523 you can make the delivery 566 00:23:28.523 --> 00:23:30.031 The truck will return in 10 seconds 567 00:23:30.031 --> 00:23:31.788 and you can get the rewards 568 00:23:31.788 --> 00:23:33.485 This can be made into a flow chart 569 00:23:33.485 --> 00:23:35.973 And as exceptions 570 00:23:35.973 --> 00:23:38.151 if the delivery can't be made for any reason 571 00:23:38.151 --> 00:23:40.386 those should go in the flow chart as well 572 00:23:40.386 --> 00:23:42.973 Next are visitors 573 00:23:42.973 --> 00:23:45.914 Visitors are similar to truck deliveries 574 00:23:45.914 --> 00:23:46.860 They're not complicated 575 00:23:46.860 --> 00:23:51.881 Visitors will come to your town 576 00:23:51.881 --> 00:23:55.500 and ask you for an item 577 00:23:55.500 --> 00:23:57.250 Giving them that item 578 00:23:57.250 --> 00:23:59.881 will get you EXP and gold 579 00:23:59.881 --> 00:24:02.520 You would set a few NPCs in advance 580 00:24:02.520 --> 00:24:04.859 such as a man, farmer, girl, or lady 581 00:24:04.859 --> 00:24:06.354 Or you could add some weird ones out 582 00:24:06.354 --> 00:24:09.119 like an ice cream guy 583 00:24:09.119 --> 00:24:09.970 There should be rules for the occurrence of visitors 584 00:24:09.970 --> 00:24:12.061 They could appear, for example 585 00:24:12.061 --> 00:24:13.727 one at a time, or two or five 586 00:24:13.727 --> 00:24:16.057 You have to decide that 587 00:24:16.057 --> 00:24:17.713 A data table can be used 588 00:24:17.713 --> 00:24:18.764 to decide how often they appear 589 00:24:18.764 --> 00:24:20.710 Or you could use coded rules 590 00:24:20.710 --> 00:24:22.618 So if a visitor comes over 591 00:24:22.618 --> 00:24:24.139 and requests an item 592 00:24:24.139 --> 00:24:25.346 which will show up in a speech bubble 593 00:24:25.346 --> 00:24:28.092 you can give them that item 594 00:24:28.092 --> 00:24:30.844 In order to define visitors 595 00:24:30.844 --> 00:24:32.652 you also have to define 596 00:24:32.652 --> 00:24:34.168 where on the map 597 00:24:34.168 --> 00:24:35.964 they can walk around 598 00:24:35.964 --> 00:24:37.821 And you also have to decide 599 00:24:37.821 --> 00:24:39.183 where they will walk over to 600 00:24:39.183 --> 00:24:41.277 and make an algorithm to do so 601 00:24:41.277 --> 00:24:43.241 So visitors are simple in concept 602 00:24:43.241 --> 00:24:45.641 but hard to design 603 00:24:45.641 --> 00:24:48.614 They will walk over and show a speech bubble 604 00:24:48.614 --> 00:24:50.536 and if you tap on one 605 00:24:50.536 --> 00:24:52.814 you will see a fullscreen UI 606 00:24:52.814 --> 00:24:54.914 Then you can give them these items 607 00:24:54.914 --> 00:24:56.152 or deny the request 608 00:24:56.152 --> 00:24:57.663 So the player has a choice 609 00:24:57.663 --> 00:24:59.992 But if you do give them items 610 00:24:59.992 --> 00:25:03.902 you can get EXP and gold in return 611 00:25:03.902 --> 00:25:05.992 But visitors are generally designed 612 00:25:05.992 --> 00:25:08.079 to offer deals that are bad for the player 613 00:25:08.079 --> 00:25:10.000 So how this works is 614 00:25:10.000 --> 00:25:12.653 that quests from the truck are the most resource-efficient 615 00:25:12.653 --> 00:25:16.267 and in contrast, visitors give easy quests 616 00:25:16.267 --> 00:25:17.988 and they are balanced 617 00:25:17.988 --> 00:25:20.158 by giving the player less rewards 618 00:25:20.158 --> 00:25:22.103 By having the visitors give quests 619 00:25:22.103 --> 00:25:25.593 the game provides two quest mechanics to the player 620 00:25:25.593 --> 00:25:27.653 and slows down their content consumption 621 00:25:27.653 --> 00:25:30.863 Extra content such as visitors 622 00:25:30.863 --> 00:25:34.030 make up for the fact that truck orders are relatively boring 623 00:25:34.030 --> 00:25:36.361 So, selling goods 624 00:25:36.361 --> 00:25:39.634 You can describe the process of selling to a visitor 625 00:25:39.634 --> 00:25:42.238 with a flow chart 626 00:25:42.238 --> 00:25:43.707 You can see the zoomed out visitors 627 00:25:43.707 --> 00:25:47.100 If you tap on one of them, a UI will appear 628 00:25:47.100 --> 00:25:50.079 and you can give them items 629 00:25:50.079 --> 00:25:51.300 Here are the UI elements 630 00:25:51.300 --> 00:25:53.321 In the fullscreen UI 631 00:25:53.321 --> 00:25:55.854 you can see the visitor's request 632 00:25:55.854 --> 00:25:59.188 and the choices you can make 633 00:25:59.188 --> 00:26:00.821 If you choose not to sell 634 00:26:00.821 --> 00:26:03.672 you will hurt the visitor's feelings 635 00:26:03.672 --> 00:26:05.213 The dialogue showing that 636 00:26:05.213 --> 00:26:06.901 has to go in its own table 637 00:26:06.901 --> 00:26:08.728 First, the visitor comes to the farm 638 00:26:08.728 --> 00:26:10.725 and when you give them items 639 00:26:10.725 --> 00:26:12.188 that will require special effects 640 00:26:12.188 --> 00:26:14.886 Such as the 10 wheat that they requested 641 00:26:14.886 --> 00:26:16.524 flying towards them 642 00:26:16.524 --> 00:26:19.937 And then there will also have to be 643 00:26:19.937 --> 00:26:22.366 experience points that go to the player 644 00:26:22.366 --> 00:26:24.572 By spending products 645 00:26:24.572 --> 00:26:25.698 and increasing your EXP 646 00:26:25.698 --> 00:26:28.115 the EXP gauge will fill up 647 00:26:28.115 --> 00:26:30.624 and your gold will increase as well 648 00:26:30.624 --> 00:26:33.329 You also have to display the amount of gold obtained 649 00:26:33.329 --> 00:26:35.673 and make the effects for that 650 00:26:35.673 --> 00:26:36.858 As well as making the plans 651 00:26:36.858 --> 00:26:39.941 you also need to provide descriptions for the client art team 652 00:26:39.941 --> 00:26:41.480 The exception in this gameplay flow 653 00:26:41.480 --> 00:26:43.438 is when you don't have the goods requested 654 00:26:43.438 --> 00:26:44.585 In that case 655 00:26:44.585 --> 00:26:47.314 the player can spend crystals 656 00:26:47.314 --> 00:26:50.901 So it would be a good idea to show them a pop-up 657 00:26:50.901 --> 00:26:54.317 which leads to revenue for the game 658 00:26:54.317 --> 00:26:55.602 And if the player doesn't have crystals either 659 00:26:55.602 --> 00:26:57.752 that will be another pop-up 660 00:26:58.452 --> 00:27:02.076 Roadside Shop, Billboard & Basic Friend Functions 661 00:27:02.208 --> 00:27:03.964 Next is the roadside shop 662 00:27:03.964 --> 00:27:05.643 The roadside shop 663 00:27:05.643 --> 00:27:07.521 is where you can sell your items 664 00:27:07.521 --> 00:27:09.386 to other players 665 00:27:09.386 --> 00:27:11.533 This shop has its own UI 666 00:27:11.533 --> 00:27:13.510 and you can register your products here 667 00:27:13.510 --> 00:27:15.458 to let other people buy them 668 00:27:15.458 --> 00:27:17.812 That flow should be its own flow chart 669 00:27:17.812 --> 00:27:20.120 Let's look at the process 670 00:27:20.120 --> 00:27:21.703 You can see that there's a roadside shop on the map 671 00:27:21.703 --> 00:27:24.970 Tapping on it will open the roadside shop UI 672 00:27:24.970 --> 00:27:26.416 This is where you can register your products 673 00:27:26.416 --> 00:27:28.805 When putting goods on the shop 674 00:27:28.805 --> 00:27:31.089 you can set the price you want to sell them at 675 00:27:31.089 --> 00:27:32.559 Then other players will buy them 676 00:27:32.559 --> 00:27:33.803 The reason players buy each other's goods 677 00:27:33.803 --> 00:27:36.485 is to get intermediate-stage ingredients 678 00:27:36.485 --> 00:27:39.359 To produce a requested product 679 00:27:39.359 --> 00:27:41.258 and ship it to the truck 680 00:27:41.258 --> 00:27:42.900 the player needs just one more ingredient 681 00:27:42.900 --> 00:27:44.376 but because they don't have it 682 00:27:44.376 --> 00:27:46.050 they buy it from someone else 683 00:27:46.050 --> 00:27:47.886 So you can put the product on sale 684 00:27:47.886 --> 00:27:48.931 and set its price yourself 685 00:27:48.931 --> 00:27:50.397 and decide how many to sell 686 00:27:50.397 --> 00:27:53.000 and sooner or later, you'll get gold 687 00:27:53.000 --> 00:27:55.500 What you need to do 688 00:27:55.500 --> 00:27:58.257 is to describe the process of putting a product on sale 689 00:27:58.257 --> 00:28:00.682 There are limits to the amount you can sell at once 690 00:28:00.682 --> 00:28:04.564 so you have to set that as well 691 00:28:04.564 --> 00:28:06.452 The UI has to work so that 692 00:28:06.452 --> 00:28:08.014 when you press the + and - buttons 693 00:28:08.014 --> 00:28:10.891 the number of goods changes within the limit 694 00:28:10.891 --> 00:28:13.702 Cases where products can't be put on sale 695 00:28:13.702 --> 00:28:17.168 would of course be when you don't have the products 696 00:28:17.168 --> 00:28:19.430 And you can also go to other player's shops 697 00:28:19.430 --> 00:28:22.228 to buy the goods they are selling 698 00:28:22.228 --> 00:28:23.989 If you visit a friend 699 00:28:23.989 --> 00:28:25.237 or a random player 700 00:28:25.237 --> 00:28:28.399 you will see the items they are selling 701 00:28:28.399 --> 00:28:30.050 how much they are selling them at 702 00:28:30.050 --> 00:28:31.490 and how many 703 00:28:31.490 --> 00:28:33.515 And you can select one to buy it 704 00:28:33.515 --> 00:28:35.710 You need three types of UIs 705 00:28:35.710 --> 00:28:38.915 that can be displayed 706 00:28:38.915 --> 00:28:40.935 on another player's roadside shop 707 00:28:40.935 --> 00:28:42.421 depending on the products' status 708 00:28:42.421 --> 00:28:45.238 They can be either on sale 709 00:28:45.238 --> 00:28:47.792 sold out, or empty 710 00:28:47.792 --> 00:28:50.635 So if you tap a product on another player's shop 711 00:28:50.635 --> 00:28:53.046 you can buy that product 712 00:28:53.046 --> 00:28:54.911 and spend gold 713 00:28:54.911 --> 00:28:58.743 So you will get products in exchange for gold 714 00:28:58.743 --> 00:29:00.997 When purchasing a product 715 00:29:00.997 --> 00:29:03.663 there will be special effects that show the icons of the items bought 716 00:29:03.663 --> 00:29:04.634 in the exact number 717 00:29:04.634 --> 00:29:07.188 So you will have to design that 718 00:29:07.188 --> 00:29:10.727 As an exception, if someone else has already bought the product 719 00:29:10.727 --> 00:29:14.139 you won't be able to buy it 720 00:29:14.139 --> 00:29:16.307 So that product will appear grey 721 00:29:16.307 --> 00:29:17.919 Another case is when 722 00:29:17.919 --> 00:29:19.544 your level is too low 723 00:29:19.544 --> 00:29:22.000 and you can't have certain items 724 00:29:22.000 --> 00:29:24.337 That also has to be set using a data table 725 00:29:24.337 --> 00:29:30.861 Collecting gold is when someone has bought your goods 726 00:29:30.861 --> 00:29:32.812 If you have put something on sale 727 00:29:32.812 --> 00:29:35.427 and someone has bought it 728 00:29:35.427 --> 00:29:38.812 the profile picture and nickname of that player will be shown 729 00:29:38.812 --> 00:29:40.451 with a 'sold out' text 730 00:29:40.451 --> 00:29:42.000 and tapping on it 731 00:29:42.000 --> 00:29:44.139 will give you the gold 732 00:29:44.139 --> 00:29:46.430 So then the player receives gold 733 00:29:46.430 --> 00:29:49.693 and the slot is now empty again 734 00:29:49.693 --> 00:29:51.376 which means something can be put on sale again 735 00:29:51.376 --> 00:29:53.067 You can sell as many at once 736 00:29:53.067 --> 00:29:55.139 as the number of slots 737 00:29:55.139 --> 00:29:56.851 Describing each of the UI elements 738 00:29:56.851 --> 00:29:59.683 helps with the development process 739 00:29:59.683 --> 00:30:02.333 There are empty slots, filled slots 740 00:30:02.333 --> 00:30:05.208 sold out slots, and buttons to move to other players 741 00:30:05.208 --> 00:30:07.553 This way, players can easily move 742 00:30:07.553 --> 00:30:08.822 to friends' roadside shops 743 00:30:08.822 --> 00:30:10.664 and can look for items 744 00:30:10.664 --> 00:30:13.416 that they need right now 745 00:30:13.416 --> 00:30:15.107 For other players' roadside shop UIs 746 00:30:15.107 --> 00:30:18.443 you need to plan out elements 747 00:30:18.443 --> 00:30:21.486 such as the shop owner's nickname 748 00:30:21.486 --> 00:30:24.386 slots on sale, sold out slots, locked slots 749 00:30:24.386 --> 00:30:27.703 and buttons to move to other players 750 00:30:27.703 --> 00:30:30.040 Next is the product registration UI 751 00:30:30.040 --> 00:30:32.124 When putting items on sale 752 00:30:32.124 --> 00:30:34.247 there has to be a list of the player's items 753 00:30:34.247 --> 00:30:35.386 and buttons to change the number and price 754 00:30:35.386 --> 00:30:38.067 When an item is selected 755 00:30:38.067 --> 00:30:39.062 it should be highlighted 756 00:30:39.062 --> 00:30:41.089 That also has to go in the design plan 757 00:30:41.089 --> 00:30:44.297 The roadside shop is selected and a product is put on sale 758 00:30:44.297 --> 00:30:46.686 This process has a few conditionals 759 00:30:46.686 --> 00:30:48.812 such as whether the slot is empty 760 00:30:48.812 --> 00:30:50.867 or whether a new slot can be added 761 00:30:50.867 --> 00:30:54.069 so be sure to check those 762 00:30:54.069 --> 00:30:55.158 Next we have the billboard 763 00:30:56.802 --> 00:30:59.594 This system is connected to the roadside shop 764 00:30:59.594 --> 00:31:03.368 When putting an item on sale in your shop 765 00:31:03.368 --> 00:31:05.812 you have the option to advertise it 766 00:31:05.812 --> 00:31:08.125 If you choose to advertise a product 767 00:31:08.125 --> 00:31:11.000 it may show up on other players' billboards 768 00:31:11.000 --> 00:31:14.342 The billboard is unlocked 769 00:31:14.342 --> 00:31:15.653 at the same time as the roadside shop 770 00:31:15.653 --> 00:31:17.363 Through the billboard 771 00:31:17.363 --> 00:31:18.967 you can check what items other players have uploaded 772 00:31:18.967 --> 00:31:21.257 and move to their roadside shop 773 00:31:21.257 --> 00:31:23.208 So it's a kind of a shortcut 774 00:31:23.208 --> 00:31:26.068 When you put an item on sale in your shop 775 00:31:26.068 --> 00:31:27.172 your item will get exposure 776 00:31:27.172 --> 00:31:29.564 on other players' billboards 777 00:31:29.564 --> 00:31:32.066 The system for exposure 778 00:31:32.066 --> 00:31:34.704 will have to be set up by you, the designer 779 00:31:34.704 --> 00:31:37.198 while considering the entire playerbase 780 00:31:37.198 --> 00:31:39.118 and how items 781 00:31:39.118 --> 00:31:41.455 will be shown to players 782 00:31:41.455 --> 00:31:43.594 So, entering through a billboard 783 00:31:43.594 --> 00:31:46.339 Say the billboard is next to your roadside shop 784 00:31:46.339 --> 00:31:47.634 and it shows multiple items 785 00:31:47.634 --> 00:31:48.525 sold by other players 786 00:31:48.525 --> 00:31:50.418 These items 787 00:31:50.418 --> 00:31:51.673 would be from multiple other players 788 00:31:51.673 --> 00:31:54.125 So you can look at the ones you want 789 00:31:54.125 --> 00:31:57.000 just like a catalog 790 00:31:57.000 --> 00:31:58.540 So you can enter the billboard UI 791 00:31:58.540 --> 00:32:00.663 to shop for items 792 00:32:00.663 --> 00:32:03.264 The items displayed there 793 00:32:03.264 --> 00:32:06.337 are selected at random 794 00:32:06.337 --> 00:32:08.152 from the pool of items on sale on roadside shops 795 00:32:08.152 --> 00:32:09.604 which the player can currently buy 796 00:32:09.604 --> 00:32:11.366 The rule by which items are selected 797 00:32:11.366 --> 00:32:12.964 doesn't have to be completely random 798 00:32:12.964 --> 00:32:16.317 you can decide how to do that 799 00:32:16.317 --> 00:32:17.979 The reason billboards are necessary 800 00:32:17.979 --> 00:32:20.335 is because 801 00:32:20.335 --> 00:32:22.198 putting items in one place, like a shopping list 802 00:32:22.198 --> 00:32:25.672 makes purchases between players more active 803 00:32:25.672 --> 00:32:27.931 than when you have to visit each shop one by one 804 00:32:27.931 --> 00:32:30.208 So this is a system that was implemented 805 00:32:30.208 --> 00:32:32.019 along with the roadside shop 806 00:32:32.019 --> 00:32:34.564 to make trade happen more actively 807 00:32:34.564 --> 00:32:36.695 So the billboard UI 808 00:32:36.695 --> 00:32:39.129 has a list of items like this 809 00:32:39.129 --> 00:32:40.450 and tapping on one 810 00:32:40.450 --> 00:32:43.026 will take you directly 811 00:32:43.026 --> 00:32:44.584 to that player's shop 812 00:32:44.584 --> 00:32:47.851 How to advertise a product 813 00:32:47.851 --> 00:32:50.085 Selecting 'advertise' from the shop 814 00:32:50.085 --> 00:32:51.584 will let you advertise that item 815 00:32:51.584 --> 00:32:53.574 This has to do with in-app purchases as well 816 00:32:53.574 --> 00:32:55.789 Because in order to advertise 817 00:32:55.789 --> 00:32:57.693 you need to spend resources 818 00:32:57.693 --> 00:33:01.337 in exchange for exposing your items to more players 819 00:33:01.337 --> 00:33:03.142 If you don't advertise 820 00:33:03.142 --> 00:33:04.416 you will gain less exposure 821 00:33:04.416 --> 00:33:06.295 This way 822 00:33:06.295 --> 00:33:08.000 the game's economy, though it's a small one, can circulate 823 00:33:08.000 --> 00:33:10.495 If you pay money to get on the billboard 824 00:33:10.495 --> 00:33:11.958 your roadside shop items 825 00:33:11.958 --> 00:33:13.812 will have a higher chance of being sold 826 00:33:13.812 --> 00:33:15.931 These are the details 827 00:33:15.931 --> 00:33:18.564 that create the in-game economy 828 00:33:18.564 --> 00:33:21.673 So, items can be advertised 829 00:33:21.673 --> 00:33:23.150 And you have to wait a certain time 830 00:33:23.150 --> 00:33:25.941 until you can advertise again 831 00:33:25.941 --> 00:33:27.842 but you can press the 'advertise now' button 832 00:33:27.842 --> 00:33:30.149 to spend crystals 833 00:33:30.149 --> 00:33:31.316 so there are in-game purchases here as well 834 00:33:31.316 --> 00:33:34.832 and you can reset the wait time 835 00:33:34.832 --> 00:33:36.356 Everything here requires money 836 00:33:36.356 --> 00:33:38.960 Advertising costs in-game currency 837 00:33:38.960 --> 00:33:41.564 and advertising instantly costs cash 838 00:33:41.564 --> 00:33:44.733 through the spending of crystals 839 00:33:44.733 --> 00:33:47.950 This is how the game works 840 00:33:47.950 --> 00:33:50.134 Refreshing the billboard as well 841 00:33:50.134 --> 00:33:53.446 You can press a button to refresh the billboard items 842 00:33:53.446 --> 00:33:55.208 which also costs crystals 843 00:33:55.208 --> 00:33:57.108 So the billboard is important 844 00:33:57.108 --> 00:33:59.059 from a revenue perspective 845 00:33:59.059 --> 00:34:00.733 There should be a pop-up 846 00:34:00.733 --> 00:34:03.436 that asks the player if they want to spend crystals 847 00:34:03.436 --> 00:34:04.950 to refresh their billboard 848 00:34:04.950 --> 00:34:09.356 If the player confirms, crystals will be spent and the items change 849 00:34:09.356 --> 00:34:11.505 If there aren't enough crystals, a pop-up appears again 850 00:34:11.505 --> 00:34:14.000 and asks the player 851 00:34:14.000 --> 00:34:16.505 if they want to purchase more 852 00:34:16.505 --> 00:34:20.059 So to summarize the UI elements 853 00:34:20.059 --> 00:34:21.678 there is a refresh button 854 00:34:21.678 --> 00:34:24.871 then there are item information 855 00:34:24.871 --> 00:34:26.743 the name of the item 856 00:34:26.743 --> 00:34:29.218 price chosen by the seller 857 00:34:29.218 --> 00:34:32.911 Those go in the design plan 858 00:34:32.911 --> 00:34:34.545 Next are basic friend functions 859 00:34:34.545 --> 00:34:39.762 Basic functions are an important part of the social aspect of the game 860 00:34:39.762 --> 00:34:42.149 You can send friend requests 861 00:34:42.149 --> 00:34:44.257 or accept requests from others 862 00:34:44.257 --> 00:34:47.000 and delete friends you already have 863 00:34:47.000 --> 00:34:49.347 These functions are called basic friend functions 864 00:34:49.347 --> 00:34:51.147 and they can be used 865 00:34:51.147 --> 00:34:53.723 starting from player level 3 866 00:34:53.723 --> 00:34:57.799 To put it simply, these are functions that have to do with 867 00:34:57.799 --> 00:34:59.921 logging visitors and people who helped you 868 00:34:59.921 --> 00:35:02.178 or deleting friends 869 00:35:02.178 --> 00:35:06.366 You can't have any other functions without these 870 00:35:06.366 --> 00:35:08.617 So you have to build the social aspect 871 00:35:08.617 --> 00:35:11.069 starting from these basic functions 872 00:35:11.069 --> 00:35:12.049 Let me tell you 873 00:35:12.049 --> 00:35:15.495 about the visitor log 874 00:35:15.495 --> 00:35:19.099 When another player visits your farm 875 00:35:19.099 --> 00:35:22.743 that player will show up on your visitor list 876 00:35:22.743 --> 00:35:24.967 They will be deleted a day after 877 00:35:24.967 --> 00:35:26.040 they are put on the list 878 00:35:26.040 --> 00:35:29.396 Rules such as these require descriptions by the designer 879 00:35:29.396 --> 00:35:31.505 If the player is curious who the visitor is 880 00:35:31.505 --> 00:35:33.376 they can tap the visitor to visit them 881 00:35:35.663 --> 00:35:37.858 Also, it is very important 882 00:35:37.858 --> 00:35:39.000 that visitors who help other players are logged 883 00:35:39.000 --> 00:35:42.287 Because players will want to visit 884 00:35:42.287 --> 00:35:43.653 friends who helped them 885 00:35:43.653 --> 00:35:46.307 by visiting their farm 886 00:35:46.307 --> 00:35:49.188 Which is why players that help friends should go in a data table 887 00:35:49.188 --> 00:35:51.614 so players can know who help them 888 00:35:51.614 --> 00:35:54.047 and visit them directly 889 00:35:54.047 --> 00:35:57.129 from the list of helpers 890 00:35:57.129 --> 00:35:59.178 This is the 'add friends' pop-up 891 00:35:59.178 --> 00:36:01.079 where you can send friend requests 892 00:36:01.079 --> 00:36:04.406 tapping on it will show a list of players 893 00:36:04.406 --> 00:36:06.089 to send friend requests to 894 00:36:08.069 --> 00:36:09.465 and you can also search for players 895 00:36:09.465 --> 00:36:10.572 You can search for your friend's ID 896 00:36:10.572 --> 00:36:12.713 in plain text 897 00:36:12.713 --> 00:36:14.168 and send a friend request 898 00:36:15.673 --> 00:36:17.812 So the UI description should contain 899 00:36:17.812 --> 00:36:19.792 descriptions of the search bar, user information 900 00:36:19.792 --> 00:36:24.158 and the friend request button 901 00:36:24.158 --> 00:36:26.023 We just learned 902 00:36:26.023 --> 00:36:29.218 how to send a friend request from the friends pop-up 903 00:36:29.218 --> 00:36:31.218 There's the button 904 00:36:31.218 --> 00:36:34.644 and once you press it, the request is sent 905 00:36:34.644 --> 00:36:36.720 The other player 906 00:36:36.720 --> 00:36:37.574 could either accept or decline 907 00:36:37.574 --> 00:36:40.069 You have to make the button 908 00:36:40.069 --> 00:36:42.337 look visually different depending on the request status 909 00:36:42.337 --> 00:36:43.593 You can also send friend requests 910 00:36:43.593 --> 00:36:45.891 from the gameplay screen 911 00:36:45.891 --> 00:36:48.852 Whichever UI you're sending the request from 912 00:36:48.852 --> 00:36:51.644 the + button is the 'add friend' button 913 00:36:51.644 --> 00:36:55.465 and there will of course be a UI for requests received 914 00:36:55.465 --> 00:36:57.631 So you can either accept 915 00:36:57.631 --> 00:36:58.653 or decline friend requests 916 00:37:00.713 --> 00:37:01.967 And as an exception 917 00:37:01.967 --> 00:37:04.149 let's say the maximum number of friends is 100 918 00:37:04.149 --> 00:37:06.584 that means you can't send any more once you reach that number 919 00:37:06.584 --> 00:37:08.733 so you have to make sure requests are disabled in that case 920 00:37:08.733 --> 00:37:13.040 Either the request button is blocked from the UI 921 00:37:13.040 --> 00:37:14.980 or you could make a pop-up appear 922 00:37:14.980 --> 00:37:18.396 Either way, the player should be notified 923 00:37:18.396 --> 00:37:21.290 The UI description is divided into 924 00:37:21.290 --> 00:37:22.851 visitor list, helper list, player info 925 00:37:22.851 --> 00:37:25.079 and friend request button 926 00:37:25.079 --> 00:37:27.535 If requests cannot be sent, the button should be dimmed 927 00:37:27.535 --> 00:37:31.485 and if they can be sent, it should be in color 928 00:37:31.485 --> 00:37:32.918 Accepting friend requests 929 00:37:32.918 --> 00:37:35.505 If someone wants to be friends with you 930 00:37:35.505 --> 00:37:37.653 you can either accept or decline 931 00:37:37.653 --> 00:37:39.000 Declining will just delete the request 932 00:37:39.000 --> 00:37:41.386 and accepting will put that person on your friend list 933 00:37:41.386 --> 00:37:43.191 There is a limit to the number of friends 934 00:37:43.191 --> 00:37:46.396 so you should choose carefully 935 00:37:46.396 --> 00:37:50.851 The designer also has to plan 936 00:37:50.851 --> 00:37:52.634 how the friend UI will look 937 00:37:52.634 --> 00:37:55.465 to the player who sent the request 938 00:37:55.465 --> 00:37:59.347 If the friend request is declined 939 00:37:59.347 --> 00:38:01.578 the person who sent the request 940 00:38:01.578 --> 00:38:04.337 should be able to know as well 941 00:38:04.337 --> 00:38:05.756 Friend requests cannot be accepted 942 00:38:05.756 --> 00:38:06.980 if the friend list is full 943 00:38:06.980 --> 00:38:09.856 In that case, the accept button should be disabled 944 00:38:09.856 --> 00:38:12.406 or there should be a pop-up 945 00:38:12.406 --> 00:38:14.851 Friend requests have a lot of exceptions 946 00:38:14.851 --> 00:38:16.901 which is why you have to make sure 947 00:38:16.901 --> 00:38:19.663 to set conditionals for each case 948 00:38:19.663 --> 00:38:22.396 In the UI description as well 949 00:38:22.396 --> 00:38:24.716 all of what I just said 950 00:38:24.716 --> 00:38:27.990 should go in the UI element descripitons 951 00:38:27.990 --> 00:38:33.802 If you already have too many friends 952 00:38:33.802 --> 00:38:35.109 you could delete some of them 953 00:38:35.109 --> 00:38:37.752 Pressing the delete button will do that 954 00:38:37.752 --> 00:38:40.158 You can also add another stage 955 00:38:40.158 --> 00:38:43.366 to this process 956 00:38:43.366 --> 00:38:46.743 So when the player tries to delete a friend 957 00:38:46.743 --> 00:38:48.789 there could be a pop-up 958 00:38:48.789 --> 00:38:50.475 that asks them if they're sure 959 00:38:50.475 --> 00:38:52.317 If they say yes, the friend is removed 960 00:38:52.317 --> 00:38:53.941 and the two are no longer friends 961 00:38:53.941 --> 00:38:56.688 The number of friends displayed 962 00:38:56.688 --> 00:38:59.495 should go down by one 963 00:38:59.495 --> 00:39:00.099 Thank you for listening 964 00:39:00.764 --> 00:39:02.117 Planning the Shop Shop functions Buildings, trees, or animals can be bought using gold or crystals There are four main tabs; buildings, products, 965 00:39:02.117 --> 00:39:03.451 currency, and island expansion The left-hand tabs can be selected to see each specific category Exceptions to building purchase 966 00:39:03.451 --> 00:39:04.954 A building cannot be placed if there is not enough gold or remaining building limit In that case, appropriate pop-up should appear to notify player 967 00:39:04.954 --> 00:39:06.378 Building details Pop-up appears on center of screen when 'details' button is pressed, 'close' button closes pop-up 968 00:39:06.378 --> 00:39:07.694 Building details may differ depending on the building type 969 00:39:07.702 --> 00:39:09.313 Orders and Visitors Delivering orders Orders can be checked through order board Orders can be delivered to earn gold and EXP 970 00:39:09.313 --> 00:39:10.815 Order board is unlocked and placed automatically when player reaches level 4 Deleting orders Pressing 'delete' button removes selected order 971 00:39:10.815 --> 00:39:12.437 and slot becomes suspended Suspended slot will display time left until new order arrives 972 00:39:12.437 --> 00:39:13.693 Visitors Visitors will appear in front of house in set intervals Visitors will request items, which the player can sell to earn gold 973 00:39:13.693 --> 00:39:14.741 Visitors will begin appearing as soon as the player reaches level 2 974 00:39:14.741 --> 00:39:16.023 Roadside Shop, Billboard & Basic Friend Functions Roadside shop Players can put items in storage on sale in roadside shop 975 00:39:16.023 --> 00:39:17.325 or buy from other players' shops Roadside shop is placed automatically when player reaches level 4 976 00:39:17.325 --> 00:39:18.676 Billboard Items can be selected to be advertised when put on sale at roadside shop Advertised items may show up on other players' billboards 977 00:39:18.676 --> 00:39:19.694 Billboard becomes available at the same time as roadside shop Billboards allow players to see other players' goods and move to their shops 978 00:39:19.694 --> 00:39:20.682 Basic friend functions Functions for sending & accepting friend requests or deleting existing friends Friend functions are unlocked at level 3