![]() ![]() ![]() All of this could have led to delightful chaos, but instead everything feels laboured and sluggish. There are temperature issues to be taken into consideration. There is not only ingredient management to be taken into account, there are expiration dates and storage solutions. The cooking is very procedural, but not satisfying: the first-person burger, pizza, sushi assembly is sloppy. Recipe for frustration … Food Truck Simulator. The driving of the truck from location to location is unsteady and occasionally glitches jarringly: with a little more polish this could have been a delightful mechanic. Coupled with the realistic graphics – which had the potential to be impressive – it’s a little like running a burger truck in some unnamed drag of Grand Theft Auto’s Los Santos. Our protagonist inherits the titular food truck after the death of his father, and receives guidance from an almost-maternal figure called Carol, who talks you through a long and humourless introduction. Food Truck Simulator, however, before it even presents us with glitchy technical issues, has a strangely heavy tone. Other cooking-themed titles such as Overcooked, or the long running Cooking Mama series, have a high-paced spirit, undercut with silliness or charm. Food Truck Simulator, from the title alone, seems as if it should be a riot. We also added a full tutorial mode, which guides users through the interface in a game-like manner familiar to students who play mobile games regularly.T here are few thing more frustrating than playing a broken game: perhaps only playing a broken game with a promising premise. Feedback from this prototype allowed us to fine tune both the design and the model while the development of the final simulation user interface was completed. In the development stage, we first built a prototype to test with students at Harvard. We needed to develop the pros and cons of various selling methods and locations in the game, and ensure that these were communicated clearly to students while still allowing plenty of opportunities for individualized exploration. In particular, this simulation required a responsive design - one that provides the same interactive experience for mobile phone and desktop users.Īt the same time, our modeler began working through the intricacies of how the model could drive student behavior in the simulation. We began with an outline, a rough backstory, and some ideas on how the model should work from Professor Roberto and Harvard Business School Publishing.įrom there, we dove into the design phase, creating user flows, layout ideas, and mockups. ![]()
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