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.
Animal Friends Adventure
Folkvang Studios, Inc
Folkvang Studios
2019-05-02
Action Indie Strategy Casual Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 27
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
3 user reviews
(3 reviews)
https://www.folkvangstudios.com/
https://store.steampowered.com/app/1051470 
[4.76 G] [4.76 G]
Game is not tagged as available on Linux on Steam.
Explore a rich and colorful world filled with lush forests, snow-capped mountains, and ancient temples. Along the way, you'll meet a cast of lovable characters, including friendly animals and wise old masters who will help you on your quest. Collect coins and diamonds to upgrade your abilities.
But beware - corrupted minions are everywhere, from hordes of foot soldiers to massive golumns and deadly bosses. With their advanced skills and devious tactics, they'll stop at nothing to prevent you from reaching your goal. Only by mastering your skills and using your wits can you defeat them and save the world from destruction.
Are you ready to join the fight and become the ultimate hero? Play Super Panda now and embark on an unforgettable adventure!
All that’s missing is you!
Meet the characters
8 Playable and upgradable characters to choose from, each with their own special attack.
Super Panda tosses acorn “grenades” and blows the enemies away
Deer throws a Love bomb that explodes into magical hearts.
Bear throws a giant angry weight that crushes enemies flat. It can open secret doors.
Gorilla throws giant boulders that break down iron barriers in your path and crushes all opposition in his way.
Fox, that clever man tosses a classic cartoon bomb that clears out small areas. But be careful it can hurt you too!
Lenny the Lemur, has a sneaky spiked ball that rolls on the ground and hurts the monsters feet.
Rabbit, our favorite little critter. Always thinking. He has a spiked spinning top than he throws, it zips across the ground wreaking comical havoc among the forest dwellers.
Last but not least, only for the brave. Bad Panda! His attack is a little naughty. Bad Panda throws a fart bomb that hilariously explodes into poo, farting it's way through the monsters.
Pets
There are 8 pets to choose from. Your pets are spirit guardians reincarnated into unusual bodies to join on your adventures. They all assist in their own unique way to find redemption for their past mistakes.
Level up your spirit guardians with fruits: Pineapple, banana, watermelon, strawberry and other delicious treats to gain even more abilities and powers. Help them fulfill their purpose and redeem their spirit.
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