Project summary
Restaurant Town
Production and hands-on development: the level-quest system, level progression, and seasonal content.
Production & project management
Connecting progression and seasonal production
As producer and project manager, I organized delivery around the restaurant's progression systems and seasonal content while also contributing directly to development.
- Managed the development timeline and sprint planning, breaking quest, progression, and seasonal work into assigned tasks and tracking the dependencies between them.
- Kept cross-functional communication focused on how content and systems fit together, coordinating the team's work on level unlocks, rewards, and Christmas and New Year content.
- Took responsibility for release planning and production follow-through, using Creator Dashboard analysis to help guide priorities for subsequent updates.
Hands-on development
Quests, progression, and seasonal content
- Built the Level Quest system on a dynamic quest library covering placement, serving, dish equip, gacha, popularity, staff feeding, and tile unlocks, with quest weight driving EXP rewards and one-time reward clamping.
- Reworked level progression: a semi-exponential EXP curve with precomputed requirements, rewards and unlocks for levels 7 to 50 (ingredients, recipes, staff slots, dessert unlock), and cumulative dish-course slots.
- Added level-based ingredient scaling to dish preparation with matching server and client logic.
- Daily quests: fixed network payload serialization and tiered decoration triggers.
- Fixed race conditions in quest completion and animations, and a money-spike loop caused by reward routing.
- Rating system, NPC staff hiring, and Christmas and New Year asset pricing and rarity.
Systems touchedLevelQuest · DailyQuest · Progression · Serve · Furniture · Staff · Rating · Market