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Huge Price Cut, Discounts coming. Hello all you wonderful gamers. I bet you are all wondering what this completely unrelated picture is all about? It's my current work in progress, that's what it is. I've been working on Immortal realm now for over 6 years now. You see, making video games is like a passion hobby for me, a rather expensive hobby because I am no artist (laugh track). Folkvang Studios is one person, me. A pretty small indie game dev studio.
Major optimization update. Made a serious lighting and optimization update. In many cases frame rates went up 3-4 times. Fixed a few weird bugs. Fixed the super annoying stair climb jumping bug. Fixed massive frame rate drop when completing levels. This was caused by mixing cinemachine and normal cameras in the scene. Issues Optimizing and prerendering scenes had a consequence of wildly inflating the game size from 5 gigs to almost 15. After my move to a new location, I will go through this and see where I can reduce file sizes. There's a few more irritating bugs I need to handle but I only have limited time to get things done.
Fixed a few things with the config files and prices not updating for character purchases.
The upgrade to Unity 2022 was not as smooth as I had anticipated. It broke a lot of stuff that "just worked". The more I play the game, the more things I find that bacame broken. The most urgent was how the player reacts to hits and bounceback. The other area that has been long needing a fix is when the player stomps the monster. The detection has been adjusted for this. THe Achievement system is also a complete disaster. I have no clue how I had it working and then broke it. I'm trying my best to make this game great so people will buy it and I can make even better games. It's a terribly painful cycle.
I severely make a mistake when uploading Panda to Steam. It has been over a year since Panda's last Steam update and I had forgotten some process. I also corrected many other issues and rebuilt the app. I was trying to upload the Linux build and accidentally uploaded to the Windows depot. This broke the game for Windows users. There were also a few settings in the Steam Store I missed that coincidentally broke the Linux release. I'm new to multi-OS games. I really feel bad that I broke the game for paying customers for so long. I'm a one person game developer and working really hard to make everything work and give updates. Localization was a huge project. But I did this because I believe in making the game in the native languages of gamers. As I learn new things in the game dev world, I apply them to my release games as well as my current in development game. While this slows down development, it greatly improves everything I am doing.
I severely make a mistake when uploading Panda to Steam. It has been over a year since Panda's last Steam update and I had forgotten some process. I also corrected many other issues and rebuilt the app. I was trying to upload the Linux build and accidentally uploaded to the Windows depot. This broke the game for Windows users. There were also a few settings in the Steam Store I missed that coincidentally broke the Linux release. I'm new to multi-OS games. I really feel bad that I broke the game for paying customers for so long. I'm a one person game developer and working really hard to make everything work and give updates. Localization was a huge project. But I did this because I believe in making the game in the native languages of gamers. As I learn new things in the game dev world, I apply them to my release games as well as my current in development game. While this slows down development, it greatly improves everything I am doing.
I severely make a mistake when uploading Panda to Steam. I was trying to upload the Linux build and accidentally uploaded to the Windows depot. This broke the game for Windows users. There were also a few settings in the Steam Store I missed that coincidentally broke the Linux release. I'm new to multi-OS games. I really feel bad that I broke the game for paying customers for so long. I'm a one person game developer and working really hard to make everything work and give updates. Localization was a huge project. But I did this because I believe in making the game in the native languages of gamers. As I learn new things in the game dev world, I apply them to my release games as well as my current in development game. While this slows down development, it greatly improves everything I am doing.
Deleted a bunch of "Lighting" data and the install size lost 5 gigs of weight. Fixed some missing localization text. So sue me. Actually don't. I only have $6 and a cat named Potato. Add real time lighting to all the scenes. Unity removed this in some version of URP but added it back in. I'm still saddened that my amazing post process work was obsoleted. The game looked tons better back then. I'm rather exhausted from "getting in the groove" and pulling 16 hour days to get this release out. Also quite a few adult only beverages made this all possible. Once I post this, I'll probably wake up at 3am blinded by the monitor light, with a stiff neck and covered in my own drool in my compute chair. I'm struggling to stay awake just to complete this moment of greatness.
Full Localizations added. Updated to Unity 2022 for better lighting, performance and features. Occlusion and lightmap data updated for additional performance. Changed some background programming and more efficient way to store and load config files (unity scriptable objects). Other minor tweaks and adjustments. Added support for Japanese, Korean, Simplified Chinese, Russian and Ukrainian. Unofficial Hindi and Belarusian support. As an one person independent game developer I find it important to get into as many markets as possible so I can continue to grow and make more, better games.
Major localization Patch. I finally localized this incredibly addictive and fun indie game to several languages. I do hope you can find enjoyment from this game in your own native language. I also did some other adjustments and code tweaks behind the scenes.
Hello everyone. I am pleased to finally have this update done and ready. I'm a team of 1 and this took considerable time because I also have a day job. See, this is a hobby and a passion of mine. I love gaming, I love learning and I live for programming. This was a complete learning experience. From the dreaded UI design all the way to AI and object interactions. What did I change? A lot. I pretty much rewrote the entire game. It's in the patch notes so I'll lightly cover what and why here. I was always displeased with the User Interface. It looked like a treasure goblin designed it after sneaking into daddy's magic cabinet and drinking all the happy juice. Not being an artist, I spent a lot of time browsing the Unity asset store for the perfect interface. After 15 purchases, I ran out of money and decided to keep what is now an integral part of the game. It looks great. I had to modify it a lot still, but the end result was consistency. I even had to learn Render Textures to get the 3D characters to display and animate. This also required an unlit shader. AI is my passion. I completely wrote the AI for this game. It was ported from my 2D game "Super Panda" and adapted to 3D. That was a challenge. Lot's of layer detecting and stuff. I had to also change the detection ranges and characteristics of the different sensors so the characters were aware of their environment. Break a block under a character and it will adapt and not blindly fall off the edge. Silly things like that. I dislike "Waypoints" very much. It's a cheap system and adds complexity to simply drag and drop of a prefab into the scene and having the creature work. In theory I could drop 100 characters from the sky and they'd land and wander their environment without assistance. I loved the challenge of environmentally aware AI. I cannot wait to start my next game and start from nothing. Boss fights were lacking and I totally reworked this. I added the ability for melee and ranged combat. Get too close they smack ya. Step away and they throw things. This was a step up. Monsters only have one attack form. Melee, ranged or contact. Bosses adapted a bit and this really enhanced their challenge. Also up was such a simple and stupid fix, but it really enhanced the experience. Bosses now turned around to face the player after a "reaction timer". Yes, it was that simple. If player is within a certain range and after a random time passes turn to face them. I tease myself, but this change really made boss battles better. The spider is still terrible, but maybe I'll fix it. Maybe I'll finally get the sales to hire someone to fix it. Who knows. This is my after work hobby for now. Graphics. Holy cow this was a ton of unexpected effort. This game is also on console and the unity default renderer was slow, horribly slow at 15-40 fps. It looked pretty but console just didn't work well. I changed to Unity URP and no kidding, I got 200fps out of the gate. This required me to go to every material for every object and update it. The auto updater didn't work. So I just had to do this. Then I changed my shader 3 more times. The original one was nice, but it hated consoles. It'd generate some 2 GB file that would cause the game load time to be minutes. Totally unacceptable. So I scoured the Unity Asset store again and found the perfect cartoon shader. The end results were pretty impressive. I then updated the lighting for each scene. This took an amazing amount of time to adjust. At one point the shadow maps made the game 30 Gigs in size. This was a big no. So I fixed that and the game is back down to 8 gigs in size. Unfortunately with Unity URP, the custom environment effects are gone. Procedural worlds had a fantastic asset called "Ambient Skies" that did post processing and the effects were stunning. I had to abandon that and I am still sad about it. Loot was a big thing. Diamonds and fruits were some mythical item earned by some weird reward system. I was like "this is too weird, I am changing this now". So you can loot most fruits and diamonds. It makes coin purses so much more exciting. Also blocks will give out a random reward as well. In all, the reward system got a fancy update and is more exciting. So my programming style wildly differs from the Udemy courses I've taken in the past. for me, each object is responsible for itself. The player whacks a brick, the brick feels this and does it's thing. A monster detects and does it's thing. Self aware objects as they would appear in the real world actually presented some curious issues. In the end everything worked well when each object only worried about itself. Anyway, I'm done chatting up this update. I put a metric ton of work into this and hope you enjoy it. I'm going to do something I haven't done in 3 years and that's play a darn video game. I'm a gamer 100%. This game was just released and I really want to play. Thank you all, and honestly. Please enjoy my game. I put a lot of time into this because I love doing it.
What started out as a 4 week project to overhaul the User Interface and User Experience turned into almost a year of completely reworking the game. I went full OCD on this. Let's get on with this then. Your save wont work. Sorry. I overhauled everything in this game. It should be a sequel.
So I was doing a playthrough video series, a year late I know. I noticed some sounds were missing so I went on a quest to find them. A fortunate project backup had the missing sounds and I added them back in. But the project was bugged and I spent 4 days trying to fix an issue. During that time I decided to also update the UI. I stumbled on an exceptional cartoon cell shader as well and decided to add that to the game. The results are amazing. The game is as colorful and cartoonish as I had originally desired. Trees and objects now pop out more and have vibrant coloring. This is how I imagined the game. User interfaces are simply not my thing. But I learned some tricks over the past year. I'm hoping to upgrade the entire User Interface with a more modern yet cartoonish look. This will free the project of NGUI and use the standard UI. Buttons will look significantly better as well. Overall even if I fail, it will be a great learning experience. I'm still supporting this game best I can. I'm also working on another project and rely on sales to fund a much better and bigger game. So share this out to your friends who support extremely small Indie Dev Studios.
Hello everyone! It has been an enormous span of time since I updated Animal Friends Adventure. Trust me, there has been a lot going on since release. I love this game a lot, and really want to expand on the story and spirit guardians (pets). There's so much background that hasn't manifested yet. I'm a solo dev, so time is a bit rare. Anyway let's get to those patch notes shall we?
Hello everyone. I am so sorry it's been a long time since the last update. Been working with an actual publisher for console and have neglected the PC side too long.
Fixed a crash error with the Post processing filter. Turned off two pesky features, and got a nice frame rate boost as a bonus. Initial Game loading significantly increased. Everything was moved out of Unity's "Resources" folder, which globbed everything into a 5 gig file. Pets: lots of fixes. This really got a decent looking into and a framework updated to expand pets. Rockster needs a new talent. Currently he's borrowing Impy's. Give us ideas. I'd like to make them chatty. The Seas turtles were absolutely annoying. Fixed them to be less annoying. The Scorpion had a wrong animation playing on first death. Also for creatures that resurrect, colliders are left on. This is a temporary work around for weird behaviors. Initial rewrite of the player is happening. Fixed the jumping mechanic and other annoyances. Planning on adding more variety to the player's abilities. No crashes through world 4 confirmed. More updates later. Adjusting the AI. they get less confused on slopes. The Golems will no longer ponder the meaning of life at edges. Adjusted a lot of annoying things with The desert levels. One pushable springboard was too heavy. Made it lose weight. The mystery block in the desert was removed. In the desert, level 4, There was a switch to open a door. But it's dark in that room and it was behind a bush. I had the gardener remove the bush and added a light to brighten your day. Not done fixing things. Will try to update more often. Thank you for your patience.
Just some fixes added for improvements.
Fixed a major issue with a full screen white glare blocking the view. This was cause with our Post Processor conflicting with a shader. The Shader was replaced with one that won't argue as much. Fixed the last boss' fireball. It'll no longer set the character on fire causing childhood trauma. Fixed the final boss to throw his fireball a lot slower. Fixed the final boss so you can actually whack him with your shovel. After mission complete and character select, the game will go to level select instead of straight to next level. We may later add a button to give the choice for this behavior. Mission select scrolls properly to the oldest level. No more scrolling forever to find your level. Some monsters that were not stompable got stomped anyway. Fixed this with a bool, how cool. The shovel will go away as intended if you decide to throw something while swinging. Gamepad controls have been significantly improved. We'll be working towards making this 100% gamepad enabled so you can play your way. Phase 1 of performance optimizations have gone through. We're working on making sure the game is consistently above 60fps. Thank you to everyone who's supported this game from the beginning. Thank you new customers for sticking around while the game gets patched and improved.
Good morning Gamers. After a few tweaks and final touches I made the call to make the update go live. This is a massive and exciting update. Please send email for support. I cannot always answer questions on the Steam Community forums. So what's new? Pretty much everything. It's like a new game.
My apologies for not being overly active within the community. There's a lot that needs to be done for this massive update. Animal Friends Adventure is like an entirely new game now. :) I'm really hoping by the end of the week the game will be re-released. Bigger, prettier and a ton of improvements with more on the way.
Since release We have been hard at work improving our beloved game. Some of improvements in the next update are: AI Overhaul. Monsters are now much smarter. Some also have ranged attacks to make your life tougher. :) Graphical updates. Trees, grass, shrubbery and a texture overhaul is underway. The first phase is almost complete and other updates will be coming as we manage to grow our team. We will continue to update the game and make it better.
Stats, Leaderboards and more Achievements! There is nothing cooler than knowing how many Mushroom Monsters, Forest Golems and other monsters you've taken out over the course of the game. It's even more fun when you see exactly where you stand with the rest of the world. Now that I've figured out this mystical Steam interface all this will be added and soon. I can't wait this will be fun!
It's Friday and some exciting changes have made their way into this adorable little game.
Now that the major hurdles have been overcome (getting the game publish ready/published) I can focus on gameplay tweaks and making Animal Adventures way more fun than it already is.
It was bound to happen, weird things found, bug, and ancient interfaces hidden away only to be found by avid streamers. So I worked and stuff to get these awesome fixes out.
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