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VRyHungry1/documentation/Notes.md
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JonShard 9f33ee68c2 Notes
2026-08-16 09:06:26 +02:00

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### 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)
### Station inheritence suggestion
Station
WorkStation (performs work on a food item to convert it)
Hob
Sink
Counter
StorageStation (one snap zone and list of positions, FILO item dispenser, like a gun magazine)
Shelf
PlateRak
Dishwasher
SharedInventoryStation (one snap zone, shares a list of connected stations with which items exist in each of them)
Table
Belt
Dispenser
### Multiplayer bugs
- despan flicker for clien broken
- 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.
## NEtwork TOTO
- Make gamemanager a node with syncroniser
- All stations need syncronizers
- Pickable not synced cooked burger on hob example
- Client purchases don't spawn items from shop. RPC adventure
- Client can not move stations including hobs, on_move handle drop is called, network pickable authority is given. but station not moved