It’s been five years since Eric “ConcernedApe” Barone announced the idea of Haunted Chocolatier, since then we’ve got a few small updates on progress here and there, with the bulk of Barone’s time being spent on making Stardew Valley one of, if not the best indie game available (which is currently 40% off in the Steam Summer sale).
It sounds like work on Haunted Chocolatier has been slow yet very deliberate, something that Barone yet again stresses in this latest update on progress. “I know it’s taking a long time,” Barone says in a blog post. “A big part of that is that I am being very thoughtful about every aspect of the game. The things in the game which the player will be interacting with or using very often need to be ‘perfect’. They need to be seamless, clear, intuitive, satisfying, aesthetic.”
(Image credit: Eric Barone)
Barone has already confirmed that Haunted Chocolatier will be bigger than Stardew Valley, which is fantastic for us as it means we’ll have more to chew on once we get our hands on it, but that does mean way more work for Barone. Whether there’ll be a bigger map, more characters, or more systems (or all of the above), Haunted Chocolatier certainly sounds like a much bigger project than Stardew Valley was at launch.
One area which Barone has dedicated a lot of work to, and a lot of reworks, has been in the actual chocolate making: “I’ve been revisiting the recipe book for making chocolates. As with many things in the game, I’ve iterated on this many times, each time bringing it closer to its final form. To me, it’s not a simple task, as I torture myself over every last detail. This is a UI you will be using fairly often, so it has to be perfect. You need to be able to accomplish your goal with the minimal number of clicks.
“There needs to be just the right amount of data presented to the player: not so much as to be overwhelming, but not so little as to be trivial or mundane. And the way that this data is laid out on the page is crucial. If the data is all clustered together, it will be disgusting to look at. The data needs to be grouped into compelling, intuitive and easy to read/understand groupings. It needs to look appealing and intriguing. And this is just the bare minimum, that players will likely take for granted.”
(Image credit: Eric Barone)
I’ve never really thought about just how well-crafted Stardew Valley’s UI is, because it’s just so bloody intuitive. I always end up explaining the systems to my game-averse mates by simply saying “you just know”. Stardew Valley has the right amount of information dispersed in the right ways to make playing feel instinctive. It’s a brilliant template for Haunted Chocolatier.
But even still, Barone doesn’t seem content with just making the whole experience frictionless: “I want to delight the player” and that means a hell of a lot more work needs to go into iterating on systems “several times before I’m satisfied with it.”
There is absolutely no part of me that wants Barone to rush Haunted Chocolatier. Sure, I can’t regulate my excitement everytime I read an update on it because it just sounds sick as all hell. But I’d wait many more years to play this game if it’s what’s best for the game and the developer. “It’s a big game, so there are many things for me to fuss over,” Barone explains. “But, this is what it will take to make a game I’m satisfied with.”
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