Vortelli's - A 3D Multiplayer Pizza Shop

Here is a look at my first game, Vortelli’s Pizza. Run a pizza shop on your own or with a team. Your store grows busier each day. Make sure you serve your customers quickly and their orders must be correct.

You can play it here: Vortelli's Pizza - PLAYCANVAS

Please let me know if you have any questions, suggestions or encounter any bugs.

5 Likes

It’s brilliant! It’s so fun to play :smiley: and I think it has a lot of potential.

One thing I noticed is that nothing prevents you from preparing the pizzas in between days. So in practice you could bake a bunch of pizzas completely, then start a new day and just serve the pizzas to the clients.

I came up with a couple of ideas that might help with this:

  • The kitchen area should be restricted during “night time”, and maybe the team should be instructed to do some other work (like cleaning, shoppinng, etc).
  • Pizzas should have a lifespan (in every state, from dough to finished pizza)
  • When a new day starts, all pizzas should be destroyed

Another suggestion would be to introduce some chaos events to the game. Something like ovens failing, machines breaking, sauce spilling and having to deal with it. That kind of stuff really puts teamplay to the test. This events could be fired randomly or maybe a “skills system” could be implemented.

I’m not quite sure about aesthetics. I think it has a well defined style and it holds toghether as one piece, which is good. But I think it could still benefit from some texturing and lighting while staying in the same style.

I hope this helps! I really enjoyed playing Vortelli’s!
Cheers!

4 Likes

Thank you so much for taking the time to play it! I really like the idea of random chaotic events like machines breaking, spills and fires. I’ll definitely be working on improving the lighting and textures over time. For this version, I wanted to make sure the game could perform well enough even on low end devices. Fun fact, this build is only 2.3MB on the first page load. The peak number of draw calls is ~170 and the game is playable even on an 8 year old iPhone 5s.

I haven’t decided what to do about the gameplay between days. Some early testers reached days 20+ and wanted the ability to prep pizzas before each day starts (like a real kitchen) which is how I arrivated at the current version. But as you’ve pointed out, this eliminates much of the challenge, especially in the early game. You’ve provided some great suggestions, especially the “night time,” idea which I might explore further. Thank you, again!

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Maybe there can be an expire date/time so they can’t just load pizzas?

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Yes I can see its very fluid, congrats! Are you using textures atlases and/or batching?
Those two things drastically reduce batch calls a lot in many cases.

Ah, I see… so the ability to store ready pizza is a feature then.
However there are 10 to 12 different places to lay down ready pizza… feels like a lot to start with.
Maybe the game should start off with just 4 of this slots and further slots would need to be purchased along the gameplay (in the same way ovens are purchased). That way players don’t have the upper hand at the early stages of the game, but you can build up to it if you get enough credits (and players can base their strategy on this feat if they feel like it)

Cheers!

1 Like

For the map geometry, almost everything is batched. Many of the models use the same material which allows for very simple batching. Models with animations such as the ovens and mixers aren’t batched. Much of the UI isn’t batched either. I found UI batching very tricky especially with multiple layers and transparency. This is something that I’ll need to revisit.

I like your idea of locking all but 4 prep areas. This would also let the players upgrade their kitchen in a way that suits their play style.

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Amazing concept, that has a great potential!
1- Are you using Node.js for backend?
2- What multiplayer framework are you using?
I’m really interested in learning more PlayCanvas and multiplayer experiences

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I’m not using Node.js. I’ve written my own multiplayer server in C++ using uWebSockets. I found this series by Gabriel Gambetta to be extremely useful (and inspiring) to build a multiplayer server from the ground up. The series is language agnostic, so you could use it to build a similar server for Node.js if you wanted to.

PlayCanvas also has a Real Time Multiplayer tutorial which is an excellent starting point.

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Awesome, thanks!

1 Like