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New Chef

  • 6 Devlogs
  • 20 Total hours

New Chef is a skill-based cooking game inspired by Cooking Fever. It uses simple graphics but swaps annoying paywalls for deep strategy. No Gems or Wait Times: Upgrades are instant. Progress depends on skill, not your wallet. Supply & Rot Mechanics: Manually order ingredients. Balance stock carefully, or food will spoil and rot! Order Rejection: Dismiss impossible orders to keep your kitchen service moving smoothly. Rich Customers: VIPs demand complex dishes but pay massive tips for fast service. Dynamic Patience: Wait times change constantly. Buy restaurant decorations to boost customer patience. Chef Wardrobe: Unlock outfits that look cool and grant minor gameplay boosts. By removing predatory timers and adding inventory management, New Chef turns a repetitive clicking game into an addictive tactical simulation.

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6h 39m 49s logged

👨‍🍳 New Chef Devlog #7

What I worked on:

  • Added a scrubbing feature to clean the fryers, drink stations, and grills
  • Added a background music
  • Added a settings area, where you can change the volume, and some other things that I might add in the future
  • Aded a volume slidder, so you can change the sound if it is too loud, or too quite

Fixed:

  • cleaned the UI for the Aprons, Hats, and Clothes
  • Cleaned the overall UI
  • There was an error with the slider, where you had to pull it from somwhere else in the screen, insted of just pulling it itself

Next things:

  • this is going to be the last devlog before the first ship
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3h 13m 31s logged

👨‍🍳 New Chef Devlog #6

What I worked on:

  • Implemented 2-minute daily shifts (120s) with progressing daily revenue targets and day counter tracking.
  • Created the Chef Wardrobe Customisation Station (Key 5) allowing players to buy and equip outfits like Golden Apron and Master Black.
  • Added Fast Grills, Fast Fryers, Fast Drinks, and Anti-Burn Tech upgrades to the Ordering Tablet (Key 6) to boost kitchen efficiency.
  • Rebalanced Drink Station economy: updated dispenser unlock costs ($0, $175, $275, $375) and raised wholesale Drink Supplies pricing to $20.
  • Added manual order rejection at the Customer Counter using X or Backspace’.
  • Integrated day progress, equipped outfits, and all appliance speed upgrades into the JSON save/load architecture (save.json).

Fixed:

  • Fixed drink pouring duration calculation to dynamically read fast_drink_upgrade speed settings.
  • Resolved save file loading errors when reading saved profiles missing upgrade and wardrobe dictionary keys.
  • Cleaned up HUD alignment to neatly accommodate shift timers, active outfit name, and stock counters.

Next things:

  • End-of-shift profitability summary screens.
  • Expanded Wardrobe options with headwear and accessory slots (and things that make them useful).
  • Cleanliness and maintenance indicators for grills and fryers.
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3h 11m 12s logged

👨‍🍳 New Chef Devlog #5

What I worked on:

  • Expanded the drink station to 4 soda dispensers with progressive unlock costs ($0, $100, $150, $200) controlled using keys D, F, G, and H.

  • Added 3 customer types: Regular, VIP (pays 2x cash, but has 50% patience), and Easygoing (has 150% patience).

  • Created a Tip System that awards a +$5 bonus when serving customers when their patience meter is above 80%.

  • Implemented Combos & Side Orders (e.g., Burger + Fries + Drink) requiring full tray orders and yielding bonus cash.

Fixed:

  • Resolved backward-compatibility issues when loading older save.json files missing the new drink dispenser tracking keys.

  • Fixed order fulfillment logic so the space bar finds and deducts all items required for a combo orders.

  • Adjusted customer card UI layout and color rendering to correctly accommodate customer type badges and tip indicators.

Next things:

  • Equipment upgrades (e.g., faster cook times, anti - food burning).

  • Wardrobe customisation features for key 5.

  • Shift timer and daily earnings targets.

  • Rejecting orders

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4h 3m logged

  👨‍🍳 New Chef Devlog #4

What I worked on:

  • Implemented a persistent Save System using JSON that automatically preserves player progress (capital, served customers, ingredient stocks, tray items, and station upgrades) across sessions.

  • Upgraded file handling to use absolute directory resolution so the save file reliably creates in the exact script location regardless of execution environment.

  • Added holding tray state tracking to ensure burgers, fries, and drinks staged on trays are accurately saved and restored.

  • Refactored station state handling and event logic for better stability across all kitchen stations.

Fixed:

  • Resolved file directory tracking bugs where save data wasn’t being recognized across different IDE environments.

  • Fixed an issue where items sitting on the holding tray were lost upon exiting the game.

  • Cleaned up event loop input collisions across station keybinds.

Next things:

  • make the drink second dispenser unlockable (maybe add more too)

  • customer types ( e.g. a “VIP” who pays double but has half the patience time, or an Easygoing customer who waits longer.)

  • Tips System: Give bonus cash if you serve a customer while their patience meter is still above 80%.

  • Combos & Side Orders: Require combo orders (e.g., Burger + Fries + Drink) for a larger payout.

(Sorry for the delay on this update. Ran into a few save-state and file path bugs that took a bit longer than expected)

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1h 10m 50s logged

👨‍🍳 New Chef Devlog #3

What I worked on:

- Improved the restaurant systems and expanded the kitchen interface.
- A redesigned supplier tablet with clickable ordering buttons.
- Multiple supply options for burgers, fries, drinks, and future ingredients.
- Locked supplier slots for future content.
- A second locked fryer in the Fries Station.
- A second locked drink dispenser slot in the Drink Station.
- Improved station layouts and interface organization.

Fixed:

- Missing locked equipment labels.
- Issues with the supplier tablet display.
- Layout problems with the kitchen stations.

Next steps:

- Add burnt food.
- Add stock deliveries with delivery timers.
- Add a save game system.
- Begin implementing customer patience.

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2h 10m 55s logged

👨‍🍳 New Chef Devlog #2

What I worked on:

  • Expanded the kitchen system by adding more cooking stations and improving the restaurant layout.

Added:

  • An 8-grill layout for the Grill & Stock Delivery area.
  • A system for locked grill slots that can be upgraded later.
  • Burger cooking with a timer and progress bar.
  • Random customer orders.
  • Money and customer served tracking.
  • Improved the kitchen structure to prepare for future - upgrades and more recipes.

Next steps:

  • Add stock deliveries.
  • Add more food types.
  • Add customer patience.
  • Add upgrades for kitchen equipment.

(forgot to do the first devlog, so lets just call this the second one 🙃)

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