Introducing the Dining Tycoon Template! This comprehensive blueprint project template is designed with modifiability and expansion in mind, making it the perfect choice to kickstart your Restaurant Tycoon Game!
Update 1.2.0.1 - Bug Fixes
Fixed reported bugs and improved some basic functionality. See documentation for complete changelog.
Added a roadmap of planned features in the documentation!
Co-Op Gameplay: Supports co-op gameplay and allows players to choose between tycoon or immersive mode on the fly!
Restaurant Management: Opening and closing of the restaurant, hiring and managing staff, purchasing new objects and items, statistics overview.
Restaurant Building: Utilize a straightforward and easy-to-use building system that is readily expandable. It includes functional storage, service hatch, chairs and tables, as well as decorative items like tavern lights!
Staff Management: Combining behavior trees with blueprints, this template enables flexible and robust AI interactions. Waiters take orders and deliver them to a service hatch, after which cooks prepare the meals according to recipes. Staff tasks can be managed and their efficiency can be improved!
Time and Day/Night Cycle: Monitor the time of day, attach specific logic to times, or simply alter the visual ambiance of your game based on the time! This feature also includes options like time dilation for convenience.
Player Interaction: The system supports players interacting with all objects, each implementing its unique logic. This flexibility makes it easy to introduce additional functionality or entirely new mechanics and systems.
Custom Menus and Dishes: Deliver a diverse culinary experience by creating customizable menus and creative dishes! Adding new items and combining them into recipes allows you to create an expandable economy simulation.
Order Visuals and Dish Washing: All orders are displayed in the in-game world and tableware is required in the cooking process. Tableware is stored in the tableware storage and the kitchen sink is used to clean dirty dishes!
Save and Load Functionality: Reliable saving and loading mechanisms ensure that all critical data is preserved, allowing players to maintain their progress seamlessly.
Immersive Mode: A third-person mode allows players to fully immerse themselves in the game. From serving to cooking, everything can be done in this mode!
Various smaller implementations that are simple yet very useful, such as an InventoryComponent that provides functionality for inventories, or the BlueprintNotifyActor which allows AI to quickly communicate their current status to the player.
Base UI implementation including DebugUI for the most critical parts.
Some prototype assets are also provided, but merely serve demonstration purposes.
Easy Implementation
This template utilizes various Blueprint optimizations including Blueprint Interfaces, Blueprint Components, Event Dispatchers, Function Libraries, and the Enhanced Input System. These features make the template highly expandable and an excellent educational resource, particularly for beginners.
Whether you’re a seasoned developer or just starting out, the Dining Tycoon Template provides a robust foundation for creating an engaging and interactive restaurant management game!
Hello, when trying the demo> When you try to place a furniture it is imposible to move it, even by clicking, you can only rotate, some items when deleted still count as if still spawned so it impossible to spawn a new one. These are the bugs i found in the demo version. Im really interested in this once it is fixed! cheers!
Thanks for your report! It seems similar to saintlol63’s, but I haven’t been able to reproduce the issue on multiple machines.
I just noticed that some links might not have updated properly. Could you please check the latest demo link to see if the issue still occurs?
If the issue persists, a quick list of steps to reproduce it would be super helpful—I’d love to get this fixed as soon as possible, I already have a small update lined up to improve multiplayer and some other topics.
I’ve also updated the docs and now offer Discord support alongside email to help resolve issues faster.
ahh i think the issue is that you cannot move the buildings when the gamespeed is set to 0x, you can only rotate which makes it confusing. Also the delete issue seems to be gone or not able to replicate it now that i noticed the speed affects the buildings. Thnaks and keep up the good work!. do you think a gather/looting system can be implemented with this template? / Update, it does stop been able to move the buildings after day 2 or so, dunno why.
the problem is solve with the last update
not possibility to move the wall for example in thirdperson view (not a bug) but this function must be appreciate
My god where to start with this. Its both good and hugely frustrating at the same time. Placing objects is horrible, and fiddly to move after placing, what would have been better is you select the product and it allows you to move and rotate to where you want it then press to confirm.
Their no multiple ingrediants, so if you want to offer a burger but need the cook to get Patty and Lettace etc you cant, its really basic as far as coffee their it is. Also the Dishes placement method is stupid, just piles on the 150 units however it feels like it, ands the blueprint for it is not really explained welll.
You can’t do multiple floors, not only will it not let you place items due but it won’t zoom well.
It is good out of the box, but I think it could have been far more complex than it is.
This will check if the target position is valid and directly move the object there.
I am unsure about what you mean by “Multiple ingredients”. Are you referring to cooks having to check multiple storage objects in order to cook? I can also provide example implementation for this in a future update.
landscapes are supported, in fact you can have anything as your foundation. You just need to make sure that what you are placing on collides with “Visibility” and that you have a “BP_BuildingBounds” object in the level. You can check the Demo_Gameplay level for the correct setup.
You should also be able to add any static mesh to your buildings as you want. Depending on the collision configuration, you might run into trouble colliding with other objects. For this, make sure that any visual-only meshes do not block “RestaurantObject” and “BuildingBounds”.
As being able to place multiple floors is a popular request, I will look into providing an example implementation. In fact I have already been looking into this.
I understand things can be frustrating sometimes, and I do apologize that some of the functionality you want is not in yet. I hope that update 1.3 will make you happy though and can provide the features you want. Thanks
I have identified and fixed the various reported issues and submitted update 1.2.0.1 to fab.
The update should already be available to download, and the demo has been updated as well!
Release 1.2.0.1
Fixes
Fixed an issue that would cause players not be able to move buildings. Achieved by adjusting InputMapingContext priorty for building mode as it was conflicting with third person controls. See “ToggleBuildingMode” in BP_Playercontroller.
Improved multiplayer prediction in some cases
– Adjusted by doing movement both on client and server and having server correct wrong positions in the related functions in “BP_PlayerController”. The server is still authoritative.
Walls that are destroyed also destroy their shortcut widgets properly. Achieved by calling the proper update function in “Event Destroyed” in “BP_Wall”.
Fixed an issue that would cause gold to not be properly replicated. Achieved by adjusting “InitializeGame” in “BP_GameMode” to replicate data after everything has been loaded, not before.
Changes
Buildings can now be moved even when the time speed is set to 0
Added a new hotkey: Right Mouse Button to directly place buildings at target position
Added a new hotkey explanation window
Streamlined building collision boxes to be in line with visuals, making them easier to understand
For more information, check out the documentation. I have also added a “Roadmap” section with features I am working on. Bugs always take priority, but I also want to add a lot more functionality in the future!
What I mean by multiple ingredients is that it enables you to make food from its ingredients, so if you had a ham sandwich on your menu, the cook would need to get ham, butter, and bread and combine them to make a ham sandwich, for instance.
No worries! I’ve updated the template to have this ready for you. If you download the new version, check out “BP_PlayerController” → InputGraph, and then this EnhancedInputAction:
About multiple ingredients: I see what you mean now. Functionally, this is exactly how it works.
However, because cooks get everything from one storage per default, you don’t really notice this. Update 1.3 will bring an improvement to the storage system and more example buildings to help visualize this process better.
Sounds like Epic Games Launcher being a bit behind, it’s downloading fine on my end.
Anyway, I sent you a PM!
For anyone else reading, make sure that Epic Games Launcher is downloading version “1.2.0.1”. If you are unsure where to check this, download the project and check “Project Settings”.
great keksx! thanks for adressing the issues, i think i found another bug, if in perspective mode the player takes the order directly from a customer, sometimes the waiters just stand next to the customer and never leave the place, even if customer leaves, untill dinner closes which is when they reset. Let me know if you need someone testing and sending feedback as i dont mind doing so, really enjoying the possibilities of this template. Cheers!
Really nice concept and all, but it would be nice if you could dismantle things like the magic wand or the kitchen or the table and chairs and sell them and get the same amount back