### Scope - Full game systems (hardest part) - Star day modifiers - research unlock - Mess and cleaning (How it works in VR?) - Automation basic logistics (SharedInventories) - Player charaters and customization (Hat Selection and mirror) - Sound effects and music - Animated customers (Pathfinding) - Acheivements (Statisticsmanager) - Level generation - Proper 3D models (Git gud @ blender) **[Undecided]** - Automation logic, wireing - Decorations - Win condition / across games reward / progression - Fire - Arms (Inverse Kinematics) **[Scopecreep]** - Freshness - Fullbody tracking (Height calibration) ### Todo - Complete SharedInventory - Investigate Table::_absorb_item_if_correct # TOOD: handle registering the meal again when a side is added to the plate ### Bugs - Plate not locked on clinets by table - Rare times, plate not cleared / has buger on it after table eaten. New customer didn't accept it, so must have been empty, but server and client visuals had burger on plate. - Table does not accept clinet that was already in player detect zone - A hamburger in a station in build mode stays but becomes kinematic when entering build mode again, from build mode. ### Multiplayer bugs - client keep autorityu of thrown object until lands - in build mode, snap zones off, stations disabled - players can steal from each others hands - pickables being picked up is not RELIABLY synced - sounds played on pickable in new script / node, when collides or picked_up or dropped, server tells clinetns with RPC to play sound - Contaioner / plate sometimes doesn't sync to clients that it picked someting up. Only when client moves a plate near a hamburger that is in a station, - Update stations to have enable function thaat _tate_stations in network manager calls instead of disableing processing ## Stations counter hob sink table extra knife extre rolling pin mop bin ### Food dispensers burger buns potato tomato onion flour pasta plates meat cheese ### Automation belt inserter splitter mixer blender dishwasher flinger / catapult ### Storage shelf freezer frozen prep station equivilant ### Control Phone Napkins (no mess consumable) sharp cutlery (eat faster consumable) Self order terminal inserter filer output min empty space slider belts share inventory tables share Shared INventory Raycasts[] Area3D list ## Customer design - A customer is a simple goto point object. has queue_patience float - A customer is spawned in street, told to move to QueueController Area - A QueueController tracks the entered customer and tells it to take a queue position - A QueueController displays a progress bar above door of queue_patience of the customer in the Area3D with the least patience. - On new table available, QueueController tells front customer in queue to sit at table ## Modifiers - Disposable plates. no washing. much less money ## Weird ideas - carry 4 plates. A snapzone on forearm that only accept plate, and drops it if tilted too much. Real waiter feel. ## Research - Reasearch is its own currency. - You unlock items in shop with reseach points. Then you can buy them. You "buy" the same tile twice.