I loved that the game is called “Hungry hermits” and Skizz goes and just ask Bdubs “Have you played Noodles yet?” Which is a perfect name for the restaurant
I like how dedicated the hermits are in making a game. like tango can just play plate up! with the hermits, but the fact that is a game in minecraft is crazy. This really inspires me to make my own game
3:04:19 I honestly think this is a really good sign for the game. Skizz had a really different playstyle to Bdubs (Skizz was in the farm basically 24/7 while Bdubs was mainly in the kitchen). So not only are there multiple playstyles, but certain players value certain upgrades extremely highly because of those playstyles.
I'm trying to think of a nice way to say "But Skizz's inventory management had something to do with that" and I can't figure out how. XD I mean I guess that counts as playstyle, yes. :D (not letting myself interpret it as frustrating, but still couldn't stop my inner monologue from commenting "...he's leaving the farm with [whatever] in his inventory slots again..." lol)
Bugs I noticed (that tango did not write in his notes): -At 2:35:58 you can see the door to the valve chamber open, it seems this is becuase the phone was ringing. -You mentioned this during some of the games, but whenever a day is won, the upgrade sound went off in the middle of the success music. -At 2:38:50 you can see the vavle chamber door opening, I think this is when the button for the crafter gets pressed it opens. -If a rat is dropped into the kitchen when the flood is going on, it doesn't take fall damage so it takes many more hits to kill Ideas: -Instead of a lava bucket, a dried kelp block should dispense every 2 days in front of the furnace (copper bulbs would make this easy to do) -The flood should trigger water in the farm as well that breaks the crops the chefs had growing (if the flood needs to be more disrupting) -There should be 2 counter upgrades that each push out 2 counters, so it's more likely to get the upgrade and not as powerful, since personally it seems the one upgrade pushing all of them out seems a little strong (which might be a good thing) -The minecart should go up after every day so the chefs can see how they are doing (might be a "dlc" thing if it seems too big of a task for this late in the creation of the game) -Starting the game should open a door to the between-day room. That door should close when the day starts (if redstone space allows) -You could put a button in the freezer that opens the main door when someone dies, so the person who is still alive has to get let out of the freezer by the one who died, then they have to figure inventory out since their inventories would be mixed. This game is so entertaining to watch. I always find myself smiling and laughing at the interactions it creates. Great work as always, Tango!
Just the other day I was saying to a friend that I am happy for him that he seems much more confident and comfortable with himself. We are rewatching season 3, the first season we watched him initially and it was interesting to see the differences. (Still a fun good quality season, would recommend)
Tango you should add an ender prearl stasis chamber in the start room. When day ends they will be teleported out! Edit: You can make the ender pearls fall against honey blocks the go through trip wires and trigger a t flip flop to say that player is ready to play. Then teleport when day is over by using slime blocks to fling their enderpearl back up.
He mentioned that jokingly in this stream but he responded to this in previous streams already. It’s overly complex, hermits will forget to throw a pearl. Plus pearls damage by like 2.5 hearts, and health is already a struggle for players
@jacksonreasoner1408 ? Did you read the edit? It would trigger a 2nd ready up. You would still keep the existing pressure plates to ready up. Both need to be on for the door to be opened. The damage can be fixed by players eating before the next round starts.
I remember back in Decked Out 1, Hermits were weary of throwing item around even outside of the dungeon in fear hoppers would suck them up. But these days, those fears have been made into an incredibly fun, incredibly technically-advanced game! I can't wait to play this in the world download.
For players in the kitchen; add a pot that they have to stir by standing on a pressure plate for a couple of seconds, or clean the freezer door because it can 'lock' itself from the ice forming around the seal, this can be a 50/50 chance for example at the start of the day (where it froze shut overnight). And a (if needed) solution to the players low health could be a 'lunch room' which splashes them with 1 or 2 healing potions, this will not affect the food situation but gives them a way to replenish them when they took damage from the freezer or silverfish and keeps them occupied while doing that. And another idea for a upgrade is to start the day with an full water source (water bucket) at the start of the day, where they can focus on gathering other supplies. You can also add an 'easy' mode which will turn on a healing beacon such that players won't die that easily.
- For the hoppers beneath the mud in the farm passage, all of them get locked by the redstone line that is next to them that powers whenever a player stands on one of the pressure plates. The door upgrade would probably also power the block that the door is on which is probably the one that is most likely for items to be thrown onto. - For the idea of customers leaving a mess behind them after they leave, remember that cocoa beans are an ingredient, so you probably don't want to make customers drop those as trash. Or you might want it if you want the players to make trash cookies? - On the note of you being shot by your own games arrows, how filled are the arrow dispensers after all of the building and testing? - Repeat from last vod comment about the qc'd patience droppers (ignore if already fixed). An idea to fix the qc droppers would be to move the droppers by one block sideways relative to their current position so that each dropper is between two clocks. You could then use the same system that you first had for the droppers, 2 extra hoppers would be needed per unit but they should no longer be qc'd. Alternatively you could delay the start of the dropper clock until all redstone blocks has had time to reset, just to avoid having the constant clock? - Funny side effect, the crafter firing opens the door to the valve room briefly. I don't think that it is worth fixing. - I'm confused as to what caused the 'too many tables' bug, the first thing that strikes me as a possibility is that the upgrade line that gives more tables gets powered somewhere during a day? A bunch of reminders for non essential thing: - Add audio to the crafter for each cycle in the crafting and for when an outgoing call is made after all customers have arrived. - Check the number of points per call, and also the number of points lost per call missed. - Change the buttons for the upgrades to different colours to make it clearer which button does what. - Double check the number of bonus points per phone call made? It doesn't appear to be day+1? - Expand the melon and pumpkin farm, a run ending due to lack raw materials will be frustrating.
I would argue that the melon/pumpkin farm is actually an essential change. Ultimately nobody wants to lose to rng (especially if they’ve done everything right up to that point) and if 2 teams run back to back the chances that the first team uses all the melons is decently high (if they are good enough to get far) and would cause the second team to almost certainly lose at the first melon order. This would mean it becomes the meta to wait for everything to regrow before each new run and that’s just annoying. It also might mean that a team could lose in a later round due to melons not regrowing fast enough. In that case it just seems like bad game design.
Allowing more melons/pumpkins to grow is also a problem because it allows players to get too many products quickly. It should really be a dropper, but Tango knows this.
The melons and pumpkins currently share a row in the middle. Spacing one more block between then and then maybe removing one plant each should be fine. That way each plant has 2 adjacent sides to grow to
@@caesuralhow does that actually benefit the player in a way that unbalances the game? The only downfall I can think of is melons might become the only food source players ever use which I believe could make the health management less challenging but melons are also a very poor food source anyway so there’s still a trade off. Also this will be the case for some food anyway (there will always be a meta food to eat and there’s not really a way to prevent it). Having an excess of melons is not game breaking in my opinion because melons are already the easiest food to get anyway so making it slightly easier is not a huge deal. My main concern lies in the fact that players could do everything right and still lose because of rng not spawning melons which is a worse outcome imo than melons becoming the meta.
May be a small comment that you won't care about, but I think changing the floor in the lobby, where they select the upgrade and start the day to red carpet or something very different from the rest of the restaurant, could be a good indicator to separate the areas and make it more obvious that this is a different environment and the game is not on.
I know the reason the customers outside float down, but I love that it looks like they are coming down a set of stairs…like Cheers. I think my Gen X is showing.
tangos an absolute genius, its been said a million times before but it needs to be said more. decked out was incredible, i still play it every now and again, while this isnt as massive of a project, its still redstone madness
Bdubs is a great beta tester. The character he plays is full of bravado, confidence, and bluster, so when something doesn't go in his favor, which happens often while still learning during beta testing, all the bravado becomes ironic.
Tango if the patience only decreases after day 8 it would be better , as it would make balancing a whole lot easier. Really excited for the hermits to enjoy hungry hermits ;)
Second this! The difficulty already scales with menu items ordered and number of customers, and I think players getting used to a set patience timer is good for smart strategies.
100% agree with this. It'll be *way* easier to strategise for a fixed-length patience timer, and there's already enough difficulty spike between the 8 main days.
Hey Tango! When you said there isn't much to do for the kitchen staff, I think that's true for day 1-2 but when you consider gold and other endgame recipes + the trash cleanup you plan to implement. I think they'll be fine! As if they are smart, they'll start preparing gold nuggets, storing stuff on the counter, etc
hey tango, i’m loving how hungry hermits is turning out! here are a couple ideas i had after seeing the playtests today: 1. maybe you could encourage players to return to the break room at the end of the day by putting the upgrade system on a timer? like they only have 10 or 15 seconds from the end of the day to select their upgrade before it clears out. 2. i bet the flood would be a lot worse if it could somehow wash items off of counters. i don’t know how you could do that without significantly changing the layout of the kitchen, but it would make stopping the flood a much more urgent thing.
2:17:51 what happened here was Skizz accidentally took his chestplate instead of giving him the beetroot I think, so the armor stand went back with no chestplate and no food. This is an awesome game tango, good job
The outgoing call is to call people on the waitlist and let them know you have an open table for them. [sagenod] Obviously your restaurant is so awesome you have a waiting list.
Tango could seriously sell his mini-games on the market place. I don't know how much Microsoft takes, but I bet he could still get a decent chunk of change.
I don't think he wants to deal with that hassle, and neither of the games of late can be monetized in that respect. As is, it's kinda fringe as they are inspired games. If they were Nintendo games, you can bet they would've sued by now with how trigger happy they are.
1:41:36 for end of day clarity, add a music for night? (elevator music, cleaning staff, or "pick up kid from school" kinda vibes?) EDIT: that freezer rush after the "nothing much to do in the kitchen" comment was amazing
For customers dropping trash, you should fill each dropper evenly with multiple trash items (I'm thinking string, sticks, and paper). Then your inventory will become even more chaotic and customer trash would become a bigger issue. Edit: I removed the idea I had on this comment of adding an upgrade that prevents customers from dropping trash because the exterminator upgrade does effectively the same thing
With regards to death penalty, I think there should be a one-way door as was discussed but going through it takes away a point so the live player can complete the day if possible. Then have that scale by one each time (and reset per game, not per day). So, if a team have a death it's not a big penalty but if they die 4 times, all of a sudden they're losing 4 (or more) points; depending on how much Tango decides to scale deaths by - Cause im not sure losing one extra point per death is enough with the current balancing.
Watched this on Twitch and I was grinning so hard throughout it, it's so satisfying to see the game you've been making for months finally all come together to create such a fun experience, and the shenanigans with the other hermits are hilarious as usual, it genuinely made me laugh out loud for a few moments. Congrats on getting the game ready to release!
Also some ideas I had while thinking about the game: - As a penalty for death I think just losing some points would suffice, having a pressure plate that players are forced to spawn on and checking if the day is active should work. Losing points and still having to let your teammate out of the respawn room should hopefully make death feel like something they want to avoid despite it not losing them the round, similar to the phone ring. - I do think that more skilled players are going to be using the initial ~30 second preparing time before any customers to start preparing food extensively, not only so they have something to eat but also so that they don't spend time later on with 3 orders needing to use the crafter. Some of that was seen during the playtest where Skizz and Etho would instantly start growing potatoes for themselves at day 1, it may just be a matter of time and strategy before they start making things like pumpkin pie early on so they don't have as much pressure later on. Having food available because you prepared it during the initial downtime should be insanely good. - While it would be something big to implement, if you still want more to do at the start of the day then maybe having a small task where you "empty" the garbage cans once to get some bonus bonemeal or something like that? (Maybe the bin is locked off until you do empty it?) As if you're cleaning up from the previous day and getting things ready before customers start arriving. Having a button that dispenses a black bundle as a fake garbage bag and then a place in the farm where you can dispose of it? No idea what would be at the farm though since it's already tight for space, replacing the bin in the farm with a industrial composter? Not entirely sure myself :P
Since etho talked about it on his lets play Episode, I really notice it when tango has inventory/ storage struggles and thows away crafted items and I think how cool it would be to throw everything in a furnance and it be the standard blocks again 😮😢
For the inventory locks, you could use the recently added max_stack_size Data component. You need a command or datapack to set it but I feel like that's within the spirit of hermitcraft, not really different from custom_model_data.
I doubt it would be added at this point... But is there a way to add 9 lamps (or copper bulbs) in the starting room that each correlate to the current (or finished) day - up to 8+. I'm talking about the room with the two pressure plates that need to be activated to start the next day. Maybe put them on the wall opposite the entrance? I know you have a day counter built into the game, and I know it would be difficult to find a way to run that logic to that location. But having some visual indication of what day is currently being played, or was just finished, would be really helpful feedback for players.
The end of the day not being noticeable is pretty bad right now. Maybe instead of a generic noise, maybe have an announcement that the day is over with a voice recording.
An upgrade for the freezer could use dispensers with buckets in the floor to pick up some of the powdered snow would be good, make the freezer easier while not losing the panic when players don't have the upgrade
-To fix the freecam+flashback crashing, update flashback to version 0.13.0 -You could consider powering the minecart rail on the farm side at the start of the game. Making sure the minecart always starts at the restaurant when beginning the game.
START-OF-DAY-PROBLEM: Hermits need to 'set' the tables. Some combination of actions to be done to ready the tables otherwise risk a new customer immediately falling through the system and failing the day. END-OF-DAY-PROBLEM: Hermits need to race back to start to get their "paycheck", worth 5 points. They can weigh up whether or not to eat and loose 5 points or race back and get their reward.
Outgoing calls, would be customers had a reservation at the restaurant. You called them in earlier stating you had a earlier reservation if there free to come in
Melons and pumpkins just grow slowly, and bone meal doesn't help, so the few spots there aren't going to be enough as is. Pumpkins haven't been an issue only because they're not used until pumpkin pies are ordered in later days.
Maybe for the freezer have the number of powder snow blocks random each day or an upgrade that reduces them. Since its powdered snow dispensers can be used with buckets to take and place them iirc. Which allows the freezer to bit a bit more dynamic.
The issue at 2:40 where a water bottle came into the restaurant already named was because he was taking the order next to it and the incoming armor stand was closer to the book than the customer at the table…
at 1:22:00 ish tango pushes a cat into the void while showing the prize hats to etho and skizz. hope somebody tells him about this Edit: turns out he noticed it!
My suggestion for additional things Kitchen side could do: Require cleaning the tables After a customer finishes a dish, mark the table as dirty (maybe with armor stand magic to add clutter) which prevents new customers from sitting on it. The cleaning tool will require the use of the cauldron (maybe player can scoop water via bottle, then exchange it for the wet wipe elsewhere). Then maybe some event can cause the empty tables to be dirty as well
what a hermitcraft episode this week OMG this is huge announcement ok I can't wait to see it. i am wishing you the beast of luck getting it out this week sometime.
Tango: Imagine not having the day after thanksgiving off. That's horrible. Also Tango: I kinda wanna do some black friday shopping And who's working those black friday sales, hmm? :P
You could have the respawn bed behind an iron door in the waiting room, and have the player spawn on a pressure plate. You could then either activates a short timer before opening the door (so they have to wait a little while before rejoining) or just have the door remain shut until the day finishes (so they are still allowed to join the next day if their partner survives). That would also allow you to proc off any other balancing effects (e.g. deduct points for dying)
If youre still wanting some sort of watching room, it could be a security room with a bunch of tv heads on armour stands and people can use free cam. You could add a couple of security camera heads in the restaurant too.
I'm one of the people from the discord that Tango got into satisfactory. I'm sooooo behind on Wildlife and I enjoy listening to these long podcast episodes. :D
2:19:56 I love how Skizz actually finds ways to lose to things that would legit get your restaurant closed, like giving customers food poisoning from serving raw food and randomly taking customers clothes off.
Suggestion: You could dispense 2 cooked pork chops (one per player) in the lobby between days. I like the strategy of having to feed yourself and manage your hunger, but a little food between days could help make it more manageable. Obviously, make a rule that they can't take them into the restaurant. Edit: 3:07:28 - I posted my comment 5 seconds before Tango commented on making a "Free Steak" upgrade.
Since Evokers don't seem to work as an effective deterrent, maybe for Decked Out 3, you can stick one in a chef's hat and put them into some kind of evil kitchen in the corner of one of the levels as an homage to Hungry Hermits. Kinda like how Pearl's area in DO2 was just its own thing.
you should place invisible item frames on the counters, that way you limit the items to 3 & players don't have the issue of throwing miss or picking up those items on accident
He talked about that. There is no way to automatically empty the item frames between games. That's why it isn't an option. Otherwise the next players will start with stuff already in the item frames. That also wouldn't work with the pop-out counters. I think the playtest has shown, that the current system works pretty well.
Etho shouting AWOOGA AWOOGA was not on my bingo card for today LOL
Comrade, u hv no idea how much more excited I am from just from reading ur comment. Thanks
1:29:01
Etho absolutely losing it at the amount of reading for the tutorial is SO FUNNY
He turned into Bdubs for a second XD
1:22:09 Made me LOSE it 😂😂😂
I loved that the game is called “Hungry hermits” and Skizz goes and just ask Bdubs “Have you played Noodles yet?” Which is a perfect name for the restaurant
NOODLES IS PERFECT
Oh God, I hope noodles becomes the official name 😂
I like how dedicated the hermits are in making a game. like tango can just play plate up! with the hermits, but the fact that is a game in minecraft is crazy. This really inspires me to make my own game
Agreed, I've started making games in minecraft entirely because of Tango.
If you haven’t watched tango’s making of decked out last season (or season 7) you should really check it out!
And he made Among Us in Minecraft.
@JackieAych and he made the first (i think) ever iron farm
3:04:19 I honestly think this is a really good sign for the game. Skizz had a really different playstyle to Bdubs (Skizz was in the farm basically 24/7 while Bdubs was mainly in the kitchen). So not only are there multiple playstyles, but certain players value certain upgrades extremely highly because of those playstyles.
I'm trying to think of a nice way to say "But Skizz's inventory management had something to do with that" and I can't figure out how. XD I mean I guess that counts as playstyle, yes. :D
(not letting myself interpret it as frustrating, but still couldn't stop my inner monologue from commenting "...he's leaving the farm with [whatever] in his inventory slots again..." lol)
Bugs I noticed (that tango did not write in his notes):
-At 2:35:58 you can see the door to the valve chamber open, it seems this is becuase the phone was ringing.
-You mentioned this during some of the games, but whenever a day is won, the upgrade sound went off in the middle of the success music.
-At 2:38:50 you can see the vavle chamber door opening, I think this is when the button for the crafter gets pressed it opens.
-If a rat is dropped into the kitchen when the flood is going on, it doesn't take fall damage so it takes many more hits to kill
Ideas:
-Instead of a lava bucket, a dried kelp block should dispense every 2 days in front of the furnace (copper bulbs would make this easy to do)
-The flood should trigger water in the farm as well that breaks the crops the chefs had growing (if the flood needs to be more disrupting)
-There should be 2 counter upgrades that each push out 2 counters, so it's more likely to get the upgrade and not as powerful, since personally it seems the one upgrade pushing all of them out seems a little strong (which might be a good thing)
-The minecart should go up after every day so the chefs can see how they are doing (might be a "dlc" thing if it seems too big of a task for this late in the creation of the game)
-Starting the game should open a door to the between-day room. That door should close when the day starts (if redstone space allows)
-You could put a button in the freezer that opens the main door when someone dies, so the person who is still alive has to get let out of the freezer by the one who died, then they have to figure inventory out since their inventories would be mixed.
This game is so entertaining to watch. I always find myself smiling and laughing at the interactions it creates. Great work as always, Tango!
tango: "sam are you okay?".. i promise im okay! no need to worry about my silly shenanigans.
Tango laughs so openly and happily nowadays... it's nice
Was he noticeably more closed off in the past?
@@DanielTheOcto Yepp
Just the other day I was saying to a friend that I am happy for him that he seems much more confident and comfortable with himself. We are rewatching season 3, the first season we watched him initially and it was interesting to see the differences. (Still a fun good quality season, would recommend)
1:21:21 Etho's reaction to the 9 books of tutorial is hilarious! 😂
"oh yeah, right!! do you think Hermits are gonna read that?!"
"the rats took the dog treat" is not something i thought id ever hear inside Minecraft 🤣
The four of you guys together are so iconic and entertaining, I could watch you all day long!
Tango you should add an ender prearl stasis chamber in the start room. When day ends they will be teleported out!
Edit:
You can make the ender pearls fall against honey blocks the go through trip wires and trigger a t flip flop to say that player is ready to play. Then teleport when day is over by using slime blocks to fling their enderpearl back up.
That’s actually really smart
+1 to that, seems to be what tango wants of the game
This is a great idea!
He mentioned that jokingly in this stream but he responded to this in previous streams already. It’s overly complex, hermits will forget to throw a pearl. Plus pearls damage by like 2.5 hearts, and health is already a struggle for players
@jacksonreasoner1408 ? Did you read the edit? It would trigger a 2nd ready up. You would still keep the existing pressure plates to ready up. Both need to be on for the door to be opened.
The damage can be fixed by players eating before the next round starts.
I remember back in Decked Out 1, Hermits were weary of throwing item around even outside of the dungeon in fear hoppers would suck them up. But these days, those fears have been made into an incredibly fun, incredibly technically-advanced game! I can't wait to play this in the world download.
1:35:25 "I don't see any evidence" "Skizz totally eats dog treats irl"
For players in the kitchen; add a pot that they have to stir by standing on a pressure plate for a couple of seconds, or clean the freezer door because it can 'lock' itself from the ice forming around the seal, this can be a 50/50 chance for example at the start of the day (where it froze shut overnight).
And a (if needed) solution to the players low health could be a 'lunch room' which splashes them with 1 or 2 healing potions, this will not affect the food situation but gives them a way to replenish them when they took damage from the freezer or silverfish and keeps them occupied while doing that. And another idea for a upgrade is to start the day with an full water source (water bucket) at the start of the day, where they can focus on gathering other supplies.
You can also add an 'easy' mode which will turn on a healing beacon such that players won't die that easily.
Upgrade idea. Corporate pizza party. Slice of pizza for all your hard work.
Haha too real 😂
- For the hoppers beneath the mud in the farm passage, all of them get locked by the redstone line that is next to them that powers whenever a player stands on one of the pressure plates. The door upgrade would probably also power the block that the door is on which is probably the one that is most likely for items to be thrown onto.
- For the idea of customers leaving a mess behind them after they leave, remember that cocoa beans are an ingredient, so you probably don't want to make customers drop those as trash. Or you might want it if you want the players to make trash cookies?
- On the note of you being shot by your own games arrows, how filled are the arrow dispensers after all of the building and testing?
- Repeat from last vod comment about the qc'd patience droppers (ignore if already fixed). An idea to fix the qc droppers would be to move the droppers by one block sideways relative to their current position so that each dropper is between two clocks. You could then use the same system that you first had for the droppers, 2 extra hoppers would be needed per unit but they should no longer be qc'd. Alternatively you could delay the start of the dropper clock until all redstone blocks has had time to reset, just to avoid having the constant clock?
- Funny side effect, the crafter firing opens the door to the valve room briefly. I don't think that it is worth fixing.
- I'm confused as to what caused the 'too many tables' bug, the first thing that strikes me as a possibility is that the upgrade line that gives more tables gets powered somewhere during a day?
A bunch of reminders for non essential thing:
- Add audio to the crafter for each cycle in the crafting and for when an outgoing call is made after all customers have arrived.
- Check the number of points per call, and also the number of points lost per call missed.
- Change the buttons for the upgrades to different colours to make it clearer which button does what.
- Double check the number of bonus points per phone call made? It doesn't appear to be day+1?
- Expand the melon and pumpkin farm, a run ending due to lack raw materials will be frustrating.
I would argue that the melon/pumpkin farm is actually an essential change. Ultimately nobody wants to lose to rng (especially if they’ve done everything right up to that point) and if 2 teams run back to back the chances that the first team uses all the melons is decently high (if they are good enough to get far) and would cause the second team to almost certainly lose at the first melon order. This would mean it becomes the meta to wait for everything to regrow before each new run and that’s just annoying. It also might mean that a team could lose in a later round due to melons not regrowing fast enough. In that case it just seems like bad game design.
Allowing more melons/pumpkins to grow is also a problem because it allows players to get too many products quickly. It should really be a dropper, but Tango knows this.
The melons and pumpkins currently share a row in the middle. Spacing one more block between then and then maybe removing one plant each should be fine. That way each plant has 2 adjacent sides to grow to
@@caesuralhow does that actually benefit the player in a way that unbalances the game? The only downfall I can think of is melons might become the only food source players ever use which I believe could make the health management less challenging but melons are also a very poor food source anyway so there’s still a trade off. Also this will be the case for some food anyway (there will always be a meta food to eat and there’s not really a way to prevent it). Having an excess of melons is not game breaking in my opinion because melons are already the easiest food to get anyway so making it slightly easier is not a huge deal. My main concern lies in the fact that players could do everything right and still lose because of rng not spawning melons which is a worse outcome imo than melons becoming the meta.
Skizz told that customer "No more shirt? No more service!"
May be a small comment that you won't care about, but I think changing the floor in the lobby, where they select the upgrade and start the day to red carpet or something very different from the rest of the restaurant, could be a good indicator to separate the areas and make it more obvious that this is a different environment and the game is not on.
First game start at 01:26:46
ty
You are the Mvp
this game is so much fun, watching them bicker and panic is hilarious
I know the reason the customers outside float down, but I love that it looks like they are coming down a set of stairs…like Cheers. I think my Gen X is showing.
tangos an absolute genius, its been said a million times before but it needs to be said more. decked out was incredible, i still play it every now and again, while this isnt as massive of a project, its still redstone madness
Bdubs is a great beta tester. The character he plays is full of bravado, confidence, and bluster, so when something doesn't go in his favor, which happens often while still learning during beta testing, all the bravado becomes ironic.
Tango if the patience only decreases after day 8 it would be better , as it would make balancing a whole lot easier. Really excited for the hermits to enjoy hungry hermits ;)
I agree with this as beyond day 8 is considered the “go until you lose” part of the game and is the part of the game thats not being balanced for.
Second this! The difficulty already scales with menu items ordered and number of customers, and I think players getting used to a set patience timer is good for smart strategies.
100% agree with this. It'll be *way* easier to strategise for a fixed-length patience timer, and there's already enough difficulty spike between the 8 main days.
2:23:04 I saw that smile Tango, I know you like to watch the hermits suffer.
Don't worry, so do I 😂
Etho accidentally giving "impulse" the wrong food, is a form a temporary storage
Hey Tango!
When you said there isn't much to do for the kitchen staff, I think that's true for day 1-2 but when you consider gold and other endgame recipes + the trash cleanup you plan to implement. I think they'll be fine!
As if they are smart, they'll start preparing gold nuggets, storing stuff on the counter, etc
Oooh and for end of day, maybe a voice recording, "restaurant closed for the day, meeting in the lobby immediately"?
hey tango, i’m loving how hungry hermits is turning out! here are a couple ideas i had after seeing the playtests today:
1. maybe you could encourage players to return to the break room at the end of the day by putting the upgrade system on a timer? like they only have 10 or 15 seconds from the end of the day to select their upgrade before it clears out.
2. i bet the flood would be a lot worse if it could somehow wash items off of counters. i don’t know how you could do that without significantly changing the layout of the kitchen, but it would make stopping the flood a much more urgent thing.
Etho-bdubs one of the best duos ever! Comedy but still efficient.
Etho: you should add that as a rule.
Translation: if you don't I'm going to exploit it 😅
As always: thank you so much for the quick upload! This is a great treat for the weekend. ❤
Oh man, Etho's plumber idea was brilliant. You could have lectern with a phonebook on it that would select what the phone button does.
2:17:51 what happened here was Skizz accidentally took his chestplate instead of giving him the beetroot I think, so the armor stand went back with no chestplate and no food.
This is an awesome game tango, good job
The outgoing call is to call people on the waitlist and let them know you have an open table for them. [sagenod] Obviously your restaurant is so awesome you have a waiting list.
Tango could seriously sell his mini-games on the market place. I don't know how much Microsoft takes, but I bet he could still get a decent chunk of change.
That would require him learning Bedrock redstone lol
@@avakiningplus a lot his games rely on custom audio. Of course they could be changed to minecraft sounds but I think it loses a lot
His redstone only works with the Java version. Microsoft seriously should consider bringing a few of his games into realms or something.
I don't think he wants to deal with that hassle, and neither of the games of late can be monetized in that respect. As is, it's kinda fringe as they are inspired games. If they were Nintendo games, you can bet they would've sued by now with how trigger happy they are.
1:41:36 for end of day clarity, add a music for night? (elevator music, cleaning staff, or "pick up kid from school" kinda vibes?)
EDIT: that freezer rush after the "nothing much to do in the kitchen" comment was amazing
For customers dropping trash, you should fill each dropper evenly with multiple trash items (I'm thinking string, sticks, and paper). Then your inventory will become even more chaotic and customer trash would become a bigger issue.
Edit: I removed the idea I had on this comment of adding an upgrade that prevents customers from dropping trash because the exterminator upgrade does effectively the same thing
1:42:26 love how the importance of reading the tutorial books can be summed up in a single "ehm"
I love that they're going to learn to manipulate the patience for prepping the next day.
I was grinning at my screen the whole time. Great fun!😂😂
I saw a lot of this live and I’m happily watching the play tests again. This game is so fun, can’t wait to see more people play!
With regards to death penalty, I think there should be a one-way door as was discussed but going through it takes away a point so the live player can complete the day if possible. Then have that scale by one each time (and reset per game, not per day). So, if a team have a death it's not a big penalty but if they die 4 times, all of a sudden they're losing 4 (or more) points; depending on how much Tango decides to scale deaths by - Cause im not sure losing one extra point per death is enough with the current balancing.
Watched this on Twitch and I was grinning so hard throughout it, it's so satisfying to see the game you've been making for months finally all come together to create such a fun experience, and the shenanigans with the other hermits are hilarious as usual, it genuinely made me laugh out loud for a few moments. Congrats on getting the game ready to release!
Also some ideas I had while thinking about the game:
- As a penalty for death I think just losing some points would suffice, having a pressure plate that players are forced to spawn on and checking if the day is active should work. Losing points and still having to let your teammate out of the respawn room should hopefully make death feel like something they want to avoid despite it not losing them the round, similar to the phone ring.
- I do think that more skilled players are going to be using the initial ~30 second preparing time before any customers to start preparing food extensively, not only so they have something to eat but also so that they don't spend time later on with 3 orders needing to use the crafter. Some of that was seen during the playtest where Skizz and Etho would instantly start growing potatoes for themselves at day 1, it may just be a matter of time and strategy before they start making things like pumpkin pie early on so they don't have as much pressure later on. Having food available because you prepared it during the initial downtime should be insanely good.
- While it would be something big to implement, if you still want more to do at the start of the day then maybe having a small task where you "empty" the garbage cans once to get some bonus bonemeal or something like that? (Maybe the bin is locked off until you do empty it?) As if you're cleaning up from the previous day and getting things ready before customers start arriving. Having a button that dispenses a black bundle as a fake garbage bag and then a place in the farm where you can dispose of it? No idea what would be at the farm though since it's already tight for space, replacing the bin in the farm with a industrial composter? Not entirely sure myself :P
I'm a bartender and Skizz yelling "oh shut up!" at the phone is so very accurate hahaha
literally just finished watching this on twitch , thank you for uploading!
Since etho talked about it on his lets play Episode, I really notice it when tango has inventory/ storage struggles and thows away crafted items and I think how cool it would be to throw everything in a furnance and it be the standard blocks again 😮😢
For the inventory locks, you could use the recently added max_stack_size Data component. You need a command or datapack to set it but I feel like that's within the spirit of hermitcraft, not really different from custom_model_data.
"And something tells me they would use the shovels for something too"
Every game Designer ever 😂
It just takes one misclick to add unwanted path blocks to the farm.
You could and an "end of shift" bell that rings at the end of the day, so people leave without lingering
what you could do is turn on a regen beacon at the end of each round to heal up the players
the difference between Etho+Skizz and Etho+Bdubs is hilarious
I doubt it would be added at this point...
But is there a way to add 9 lamps (or copper bulbs) in the starting room that each correlate to the current (or finished) day - up to 8+. I'm talking about the room with the two pressure plates that need to be activated to start the next day.
Maybe put them on the wall opposite the entrance?
I know you have a day counter built into the game, and I know it would be difficult to find a way to run that logic to that location. But having some visual indication of what day is currently being played, or was just finished, would be really helpful feedback for players.
The end of the day not being noticeable is pretty bad right now. Maybe instead of a generic noise, maybe have an announcement that the day is over with a voice recording.
Just noticed the tiny shovel as a spoon on one of the tables . Would be cool to use a trident as a fork for extra details and silverware
An upgrade for the freezer could use dispensers with buckets in the floor to pick up some of the powdered snow would be good, make the freezer easier while not losing the panic when players don't have the upgrade
-To fix the freecam+flashback crashing, update flashback to version 0.13.0
-You could consider powering the minecart rail on the farm side at the start of the game. Making sure the minecart always starts at the restaurant when beginning the game.
thank you for vods! I appreciate you 🙏
You should make a custom item for hermits to put in their offhand. A wooden spoon or knife or something.
I don't think there is a way to put it in the offhand with a dispenser though...
START-OF-DAY-PROBLEM:
Hermits need to 'set' the tables. Some combination of actions to be done to ready the tables otherwise risk a new customer immediately falling through the system and failing the day.
END-OF-DAY-PROBLEM:
Hermits need to race back to start to get their "paycheck", worth 5 points. They can weigh up whether or not to eat and loose 5 points or race back and get their reward.
Yeah! I've been waiting for this VOD! It's gonna be so much fun!
Outgoing calls, would be customers had a reservation at the restaurant. You called them in earlier stating you had a earlier reservation if there free to come in
Great food, but it cost me the shirt off my back.
A cool upgrade would be "Staff Meal" that would drop pork chops at the end of a day to rebuild health. This game is so much fun!
I've been waiting for this upload!!
the melon farmland is not hydrated Tango, that should fix the melon bug
Melons and pumpkins just grow slowly, and bone meal doesn't help, so the few spots there aren't going to be enough as is.
Pumpkins haven't been an issue only because they're not used until pumpkin pies are ordered in later days.
Maybe for the freezer have the number of powder snow blocks random each day or an upgrade that reduces them. Since its powdered snow dispensers can be used with buckets to take and place them iirc. Which allows the freezer to bit a bit more dynamic.
Tango, the obvious is to use maps to fill the inventory.
Have dispensers at the player 1/ player 2 ready positions to fill player inventory.
glad this is posted here now! the twitch vod muted a whole bunch in the middle
I know it’s meant to be two players, and tournament should be two player, but seeing team BEST get as far as they can is a must.
Mr. Speedy now Mr. Cheffy!!
The issue at 2:40 where a water bottle came into the restaurant already named was because he was taking the order next to it and the incoming armor stand was closer to the book than the customer at the table…
at 1:22:00 ish tango pushes a cat into the void while showing the prize hats to etho and skizz. hope somebody tells him about this
Edit: turns out he noticed it!
-Ah. That is unfortunate. Hope he sees this!- Turns out he saw it.
KITTY NO!!
he saw where the cat went (under the table). its unknown if it is back in place or not.
Oh, that's where the cat went. I wondered why I was only seeing one.
I wondered where that cat went! I noticed their disappearance but not what happened to them.
Love how it's still called the Etho hopper clock
Legend
My suggestion for additional things Kitchen side could do: Require cleaning the tables
After a customer finishes a dish, mark the table as dirty (maybe with armor stand magic to add clutter) which prevents new customers from sitting on it.
The cleaning tool will require the use of the cauldron (maybe player can scoop water via bottle, then exchange it for the wet wipe elsewhere).
Then maybe some event can cause the empty tables to be dirty as well
To get them to leave the restaurant early, free steak in the staff room for a limited time. If they don't get it early it dissapears
what a hermitcraft episode this week OMG this is huge announcement ok I can't wait to see it. i am wishing you the beast of luck getting it out this week sometime.
Heat lamps above the counters might help hermits to understand to put pre cook food on the counter
Mega kudos to all those gifters! That's so awesome for tango and his twitch community 🥰👍👍👏💕
Personally like the no roof to the shop, makes it seem more like a game show on a stage
You could make an office for the restaurant to house the bed, but it's cluttered, so they have to walk through a bit of a maze to get out!
Tango: Imagine not having the day after thanksgiving off. That's horrible.
Also Tango: I kinda wanna do some black friday shopping
And who's working those black friday sales, hmm? :P
You could have the respawn bed behind an iron door in the waiting room, and have the player spawn on a pressure plate. You could then either activates a short timer before opening the door (so they have to wait a little while before rejoining) or just have the door remain shut until the day finishes (so they are still allowed to join the next day if their partner survives).
That would also allow you to proc off any other balancing effects (e.g. deduct points for dying)
It feels like a great upgrade could be dried kelp for the players in the break room, so they can fill up between games
If youre still wanting some sort of watching room, it could be a security room with a bunch of tv heads on armour stands and people can use free cam. You could add a couple of security camera heads in the restaurant too.
crazy stream man you deserve it!
dropped everything to watch this LOL ❤
3:11:42 was me, a waiter, on black friday too 😂
A vod being #16 on gaming trending is so cool
I'm one of the people from the discord that Tango got into satisfactory. I'm sooooo behind on Wildlife and I enjoy listening to these long podcast episodes. :D
2:19:56 I love how Skizz actually finds ways to lose to things that would legit get your restaurant closed, like giving customers food poisoning from serving raw food and randomly taking customers clothes off.
Suggestion: You could dispense 2 cooked pork chops (one per player) in the lobby between days. I like the strategy of having to feed yourself and manage your hunger, but a little food between days could help make it more manageable. Obviously, make a rule that they can't take them into the restaurant.
Edit: 3:07:28 - I posted my comment 5 seconds before Tango commented on making a "Free Steak" upgrade.
Since Evokers don't seem to work as an effective deterrent, maybe for Decked Out 3, you can stick one in a chef's hat and put them into some kind of evil kitchen in the corner of one of the levels as an homage to Hungry Hermits. Kinda like how Pearl's area in DO2 was just its own thing.
I would love to see this game with Farmers Delight chopping and the pot and stuff.
/everyone/ picking up satisfactory
Tango: "What are you doing if you haven't?"
Me: Avoiding my FEAR of bee and spider like creatures.
Ooh looking forward to seeing the hermitcraft video!
you should place invisible item frames on the counters, that way you limit the items to 3 & players don't have the issue of throwing miss or picking up those items on accident
He talked about that. There is no way to automatically empty the item frames between games. That's why it isn't an option. Otherwise the next players will start with stuff already in the item frames.
That also wouldn't work with the pop-out counters.
I think the playtest has shown, that the current system works pretty well.
3:29:55 Next level teamwork, I love it 😂
The game is amazing! I find the end of the day sounds similar to a new upgrade!